Modern colonial government

Colonial governments are complex organisations dedicated to the settlement of previously uninhabited areas. Colonial governments are mostly staffed by police bots who undertake most of the tasks of collecting and distributing resources.
= Colonial buildings =
==Fortifications==
Fortifications designate Forts and Flagships that are used to defend outer perimeters of settlements in strategic areas. These settlements are destined uniquely to face outward threats with superior firepower. These fortifications exert a zone of control (the most common being restricted areas) in which all suspicious activity will be destroyed with extreme prejudice.
== Settlements ==
Settlements are the primary living areas for colonists, they are generally classified as mining, agricultural, processing or living settlements based on main function. 
=== Mansion ===
Residence of the colonial administrator in larger settlements where there are several headquarters. 
=== Headquarters ===
Headquarters are local garrisons to secure the area. Headquarters are used to barracks police bots, store collected tithes and oversee troop movements on land and sea. Headquarters are manned by police bots who barracks in them and undergo maintenance. Collected tithes are stored in the headquarters strongroom. Headquarters also ensure the coordination of fleet movements and pacification. Headquarters also receive supplies from caravans and convoys. Once headquarters receive these supplies, they are distributed into community chests. 
==== Community chests ====
Supplies from supply convoys and caravans are distributed by the police bots into community chests. The supplies inside community chests (called caches), are free of use to all citizens of settlements within authorized limits. 
===== Treasure chests =====
Some chests were hidden from public view and could only be accessed using a map. These chests often held sensitive information such as blueprints, the travel plans of treasure and prisoner convoys and caravans, classified documents and other records not fit for public viewing. They were however made public to whoever could find them, and in case of an urgent need for the contents of the chests. 
===== Treasure Cache =====
Similar to ammunition caches and supply caches, these caches contained emergency supplies that were hidden from view of the public, and were known only to officers and captains or their Dalmer equivalent. 
==== Ammunition caches ====
Ammunition caches are community chests that act as miniature armories. They often contain weapons, chemical reaction powders, poisons, darts, blades, bombs, munitions, maintenance kits and emergency supplies. Some more complete caches contain stealth, magnetic, biospheric armor and capes. 
Poison reserves: used to repel the other races from settlements, settlements kept them in order to provide non lethal solutions to intrusive other races, they weren’t above using toxic gas however. The most common poisons are toxic, sleep and frantic. 
===== Munition station =====
Munition-crafting stations are available to craft special custom ammunition. The crafting stations are small, boxlike, and somewhat inconspicuous, set up by the Dalmer to enable the crafting and modifying of ammunition. There were three inventory pouches inside a station, each holding ingredients according to their use, whether lethal, tactical, or diversionary. Up to five units could be manufactured with different types, amounts, and combinations of ingredients, for a maximum total of 15 units on hand at any given time. The limitation of 15 is removed in case of a siege. The ingredients and supplies are also distributed by the colonial servatrons.
Security features
Chests containing sensitive goods (such as ammunition chests or funds) are protected by police bots, but those scattered around cities were usually unguarded, or protected by only one or two guards. Those outside of cities however, such as those deposited to resupply convoys and caravans, are not guarded at all. In any case, though not usually directly guarded, nearby police bots will apprehend users if they see them opening chests without permission.
Crafty merchants sell “treasure” maps that mark the locations of the chests in an entire city, or with a specific treasure.
=== Settlement cannery ===
Settlement canneries are processing plants where raw materials and goods collected from harvests are placed within sterile containers and sealed. Canned goods are then stored in warehouses where they are then loaded onto supply convoys or caravans to settlements.
==Warehouse==
Warehouses are depots where goods are stored while awaiting transformation or being transported away aboard a supply ship. 
==Colonial SPA==
The Colonial advance Surveillance and ballistic Performance Assembly is an underground fortress and survey observatory that is located in the domain, its role is of a proverbial “land submarine” where the personnel is expected to remain autonomous for up to 90 days without outside contact. The mission of this fortress is to be ready to launch the 50nt micro atomic fracture missile at a moments notice from the St of Eve. The base has seven floors, the bottommost being the missile launch pad.
The first floor, the lobby, gives access to the elevators in the main chute, which houses the three elevators that lead to the north, east and south entries to levels. The second level is the storage room where supplies are sorted out to be relocated afterwards in the base's lower levels. The third level contains specialized rooms such as a forge, enchanter, loot room and the quartermaster's office. The fourth and fifth levels contains the living quarters for the personnel, as well as amenities, kitchen, lounge and recreational machines. The sixth level is the armory and golem maintenance level. The seventh level is the missile launch pad, console and control room.
The term colonial, refers to these structures often being constructed in previously unknown lands to ensure last resort revenge strike defensive systems should the colonial efforts fail due to hostiles. Ever since the inception of the domain facility, colonial SPA's are a staple facility of developed colonies of the Empire. 
==Bunker Haven==
In case of mass evacuation, (due to the reinstatement of independance of the host country's government for example) the most fortified locale becomes known as Bunker Haven, equipped with buildings that can raise and lower themselves at will, bunkers, and turrets, these bases are typically manned by Base Structure Commands, which only require one person to control the entirety of the Bunker Haven. Bunker havens are powered by four or more coolant towers.
The objective of these Haven’s are to provide shelter and evacuation of refugees to more secure locations. These evacuations are made possible by a Refugee Escort Group, and communications to place the refugees are done via International Broadcast Towers, which are slow but sure, and must pass through three towers to operate fully.
Refugee Escort Group: when evacuations are planned, armored transports are used to escort the refugees to safety. With this in mind, unsafe roads and highways are typically defended by bunkers at strategic points.
Psi link Spire: Used to call in armada reinforcements.
Warp conduit: Portal for aerial crafts
==Colonial Prisons==
Colonial prisons are typically guarded by three military personnel bases or more, and hold several military cell blocks as well as high security vaults.
Prisons are typically centers for testing controversial military programs, these research labs are protected by eradicator robotic sentries.
==Colonial recycling plant==
Resources are loaded on trains who offload their cargo to central processing plants and mineral salvation plants. These efforts for recycling, as well as extensive R&D allowed the development of Regenerative Bio-Metal.
Central processing plants: A recycling plant for damaged and broken items, that are stripped down and smelted. However government seizing of high technology items is not uncommon.
Mineral salvation plants: often guarded by skittering mines and patrolled by light interception vehicles such as weaponized motorbikes.
Regenerative Bio-Metal: A type of self repairing metal in the same fashion as metal, used on heavily armored ships.
====Colonial Resource Collecting====
Magma / superheated material collecting: Done via a floating extraction module.
Gas extraction: Collected at specific altars, to avoid capture by enemy nations, these altars can be sealed of. Sealing off has also occurred in case of mind altering properties of the gas.
===Colony assault protocols===
Colonies are often, if not always, assaulted, and protocols are necessary for these situations.
*Call in reinforcements via psi link spire
*Send shuttles via warp conduit
*Escape via colony ships
===Colonial power sources===
Pylons are needed to actually tap into the energy required to provide energy to new colonies. Each pylon generates a short-ranged aura of energy, which can provide the power needed by structures and warp gates. If a building loses its connection to the psionic matrix, it will shut down until it is reconnected, and new units cannot be gated in if there is insufficient psionic energy to provide them with power. Shield battery energy cores also contain a C crystal, which absorbs and stores psionic energy. 
= Colonial forces =
==Colonial Staff==
The colonial staff is composed of the different types of servatrons that a citizen of empire can expect to see when inside a settlement. Colonial staff servatrons are called “hats” for their class designing headware. The different types of servatrons are mostly identical to their counterparts in the empire. 
== Colonial Mobile Forces ==
=== Surveyor Ship ===
Mobile state ships commonly used by explorers sent to explore unknown lands. Though usually water ships, surveyors are also built in a landship variant. These vessels are made for long voyages, with nearly 12 000 kgs of freight capacity, as well as a complete set of naval armaments (wave stabilizer and heavy armor, broadsides, swivels, puckle, chaser and mortar cannons, fire barrels, burning oil, acceleration generator and a ram). The crew is generally of 45 robots, composed of the regular staff, NWO’s (naval warfare operators), as well as the deployable standard, speed, strength, ranged, crowd and troop controllers. 
Surveyors also come equipped with a diving bell, a light submarine and an undersea walker for exploration purposes. Finally, a light aircraft catapult can be equipped to the main deck. 
Surveyors are fully capable of serving as floating bases, fleet and loadout management screens, fast traveling capacities, and viewpoints paints are standard issue, as is sensor and scanner technology.  They also have vehicle storage, modification and repair bays, an armory (with an auto-equipper), carpenters and surgeons office. 
Surveyors are notable for their near instantaneous stop and go capacities, its sails being able to deploy and retract very quickly. 
Surveyors come with boarding hooks and smoke bomb launchers, wreck and undersea cave detection, ship cargo analysers, distress beacons and creature decoys, civilian distress detection.
Surveyors are in charge of icebreaking when trade routes are frozen over, as well as placing viewpaint in settlements and areas that are to be used for future settlements.
=== Clash Fleet/Clash Section ===
Clash fleets and sections are punitive expeditions designed to pacify areas of wilderness. These clashers patrol nearby settlements and set up camps in order to secure the settlements immediate vicinity. 
=== Supply Caravan/Convoy ===
Supply caravans and convoys are land and water fleets of ships whose mission is the collection and redistribution of supplies to settlements. These supplies are often deposited in the care of the local headquarters, who supply Community chests.
=== Treasure ships ===
Treasure ships are heavily fortified ships designed for the transport of valuable or sensitive cargo. They are always accompanied by gunships to protect it. Treasure ships, either on land or sea are as coveted as treasure caches by the other races.
=== Prisoner ships ===
Prison ships are used to transport Dalmer who committed crimes against the colony and couldn’t be warped back to a prison, as such they are transported via ship in order for the regular process of prison time to take place in the Empire. This is however extremely rare. 
Prisoner ships are mostly used to transport malfunctioning policebots (called prisoners) that are susceptible to being operated by the other races. The role of these ships is to transport the prisoners to a facility where they will be disposed of and recycled safely. 
Category:Colonization
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