Imperium:
The Second Planet
For exactly 75 years, since Olaf Stapleton’s First
and Last Men in 1930, one of the staples of science fiction
has been the terraforming of other planets: changing their
environments to make them habitable for humans. The actual
term comes from Jack Williamson’s 1942 short story “Collision
Orbit.”
Terraforming in our Imperium
game is a concept held over from the original Game Designers’
Workshop edition. A player can transform a suitable candidate
planet into a life-bearing world by expending 10 Resources
a turn for seven turns. We give no time scale in Imperium
(time being a relative concept in deep space and wargames)
but the turns are not meant to represent a length of time
any greater than a year or two. The 70 Resources are less
than the cost of three super-dreadnought battleships. At that
point an Outpost can be placed on the planet; another 40 Resources
must be spent to convert that outpost into a World.

Mars, #$@%^&s!
Terraformation is a long-term investment. While some writers
have made grandiose projections of converting Mars into a
livable world within a generation or two, that’s highly
unlikely even given great technological advances. Planets
are huge objects; changing them requires an investment of
resources and energy on a scale never seen before in human
history. Tossing a few genetically engineered algae on one
is just not going to make a difference within any single human’s
lifetime. More rational estimates indicate a span of thousands
of years would be required, longer than any Terran society
has managed to hold itself together.
In game terms, there is no incentive for the Imperial player
to terraform planets. He or she gets most Resources from the
Imperial core worlds, not the backwater planets of this sector.
Only one Resource comes in for a World. The game would have
to last 110 turns to show a positive result, which is theoretically
possible but not likely. And even then, a World is no better
than a connected Outpost.
The Terran player, on the other hand, gets 8 resources for
a connected World. The project pays off after just 14 turns.
A long peace between wars in the campaign game can see the
Terran player increase his or her industrial base significantly
— if a suitable planet is held. Loki seems a good choice,
an N2 planet well off the potential Imperial routes of advance;
if the bad guys reach Loki, they’ve likely already taken
Earth. Junction, Agidda and Procyon are also likely places
to terraform, as they lie along routes the Terran player already
must protect.

Dust storm on Mars, per NASA.
But Mars is the prime choice for terraforming in the game,
as it is in science fiction. In the early scenarios, the Terrans
don’t even have an outpost there (they’ve been
lax about their own solar system, while expanding into the
stars). By the last Galactic War scenario, it’s listed
as a terraformed world.
Mars has no appreciable atmosphere, but may have once held
a thin one. There is also evidence of surface water presence
in the far past, but as yet, no concrete evidence of life.
While some very fine science fiction stories (such as Kim
Stanley Robinson’s “Colored Mars” trilogy)
have been written around the notion of de-stabilizing the
Martian environment enough to free the water resources trapped
in her polar icecaps and perhaps underground, this is not
likely to be feasible. Instead, water and other volatile compounds
will need to be imported. It now appears that the Oort cloud
of comet-like bodies has an abundance of such materials drifting
far beyond the orbit of Pluto. Some speculate that these objects
could be crashed into Mars, adding their elements to the Martian
atmosphere and tossing up clouds of dust to increase the greenhouse
effect and warm the planet.

Venus unclothed.
The other traditional candidate within the Solar System is
Venus. Venus is only slightly smaller than Earth, yielding
a surface gravity much closer to Terran normal than Mars.
It is, however, an extremely hot planet with its thick atmosphere
displaying a runaway greenhouse effect. It also rotates very
slowly, increasing the heat and other climactic effects.
Many early science fiction stories translated that into
a planet with a climate much like lower Alabama, sometimes
with jungles and dinosaurs (again, much like lower Alabama).
The atmosphere is much thicker than that, with massive amounts
of carbon dioxide. If this carbon could be sifted out through
some chemical or physical process, it would leave the planet
covered in a layer of soot many hundreds of feet thick.
Thus, terraforming Venus requires that two huge engineering
problems be solved: speeding its rotation, and blasting away
a huge portion of its atmosphere. Cooling the planet is not
as difficult in engineering terms, only incredibly expensive:
just hang a huge sunshade between Venus and the Sun. Easy.
But with future technology, perhaps these things will be
possible. They’ll still be expensive. So we’ve
added Venus as a planet in Imperium. The free
.pdf download adds a planetary battle display for Venus
(based on a NASA projection of what a terraformed Venus might
resemble) and a box for the galactic map as well. Since the
Sol sector is somewhat crowded on the galactic map, we recommend
just using the box on this side display and remembering that
there is a third planetary box alongside Earth and Mars.
Adding Venus to the game, giving the Terran player the opportunity
to have three productive Worlds in his or her home system,
is an enormous game advantage, To balance that, increase the
Resource yield of Imperial Worlds from 1 to 3. This makes
them more important to the Imperial player, though it’s
still probably not enough to make terraforming a good Imperial
investment.

The green hills of Mars.
To clarify, the Terran player receives 10 resources for Earth,
not “Sol” as the rules read. Any resources for
Mars (and Venus if using this variant) are in addition to
those 10.
Decrease Glory by two when a planet is terraformed by the
Terran player; increase it by one in the unlikely event that
a planet is terraformed by the Imperial player. If the planet
changes status during peace, make the change to Glory at the
start of the next war. Add Venus to the list of locations
the Imperial player must conquer to win the campaign game.
The terraforming costs given in the game a remarkably low, given the enormous
cost of transforming an entire planet. Increase the cost to
12 resources per turn, with 30 turns required to transform
an N1-type planet and 45 turns for an N2-type. That’s
still unrealistically low, but at least a little closer to
what the actual costs might actually total. Costs for converting
an Outpost marker to a World remain the same. |