Greenland colonization (Lore & Story)

Goals & Achievements
Kulin [ideas] · 1 year ago

So, for some reason, the entire "post apocalypse" survival mode doesn't click with a mining simulator of this magnitude. I've thought about this a lot and I think the game main setting needs some rethinking.
This game could rebrand its story before the 1.0 release. You could make the new update revolving around the idea of a newly acquired land on Earth, a concession won by a big conglomerate of corporations that hired us to be the "overseer" of the industrial development project on Greenland after global warming melted the permafrost there.
The existing atmosphere and entire setting is kinda already pointing in this direction anyway. The forests are coniferous / deciduous trees, the rock formations definitely look Nordic, and the entire northern feel to it already exists. It just needs a "nudge" in the right direction to become exactly that: Greenland Development Project. Players would be in charge of one such development project and use ships to trade with other settlements etc.

Kulin [ideas] · 1 year ago

P.S.
Instead of attracting "survivors" we could be attracting new workers (similar to what Tropico does), and then improve quality of life of workers employed in our development project site.
The current "scavenger hunts" with ships that meet hostile fleets could be revamped into regular trading ships that go around and trade materials with other settlements already established on Greenland. Also, instead of developing a battle ship, players could be allowed to build a "carrier" of sorts that will be able to host smaller vessels for more efficient trading and drilling of resources away from our main base and return to base once its filled with trade goods etc.

Tove [ideas] · 10 months ago

Speaking as a dane with an admittedly lacklustre education regarding the colonization of greenland. You probably don't want to this because while the colonial effort in greenland wasn't as explictly brutal as say most of the rest of the north americas, the systems in this game would still tend very much towards most likely getting absolutely grilled by people over a lack of sensitivity. There's a reason colony sims rarely engage with real world colonialism and it's because it's very easy to make something which is completely tone deaf.

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