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EotB SMAC version


autochthone: [L., from Gr. autochthone from the land itself, fr. autos self + chthon earth, land.] 1. One sprung from the ground which he inhabits; an aboriginal, a native. 2. An indigenous plant or animal. 3. Hist. Name taken by a Cultist Splinter Faction.


autophyte: n. [auto- + phyte] Bot.1. A plant capable of making its own food. 2. Hist. A member of the Planet Cult Splinter Faction The Autochthone, purported to somehow have had the ability to live completely self-sufficiently off of the land.


BACKDROP I: In MY2187 a new fanatical organization calling itself the Planet Cult made itself known by adopting the terroristic tactics developed in the early 21st century. Small independent cells of these terrorists attacked industrial targets randomly, disrupting production and the advancement of civilization in the name of Planet. Factional Governments, even after switching to the Police State social choice, had a hard time dealing with the fanatical Cultists. It was only after the advent of the Self Aware Colony, along with the assistance of the Data Angels in tracking down individuals via the net were the Cultist leaders finally captured and neutralized. Ironically, the Cultists that were captured were sentenced to hard labor re-building the mines and thermal boreholes that they had fought so hard to destroy in the first place!
However, there were those individuals that, while understanding the Cultist arguments, disagreed with their approaches, and stayed in the background during the Cultist Revolutions of MY2187  MY2202. These individuals slowly formed their own group, which they called The Autochthone, with the goal of living completely in harmony with a planet. They continued to live in the shadows of everyday life, plotting, planning, and waiting for their time to come.

BACKDROP II: with the discovery of an ancient Progenitor spacecraft on the farside of Nessus in MY2433, there were many Shadow Groups that existed within Humanity that began to plot on how best to exploit this new technology to their own ends. When the first series of FTL probes returned with data regarding the solar systems they had visited, many of these Shadow Groups realized that some of the less than ideal planets that existed could be colonized in secrecy by their followers, and that it would be years before any of the formal Factional governments discovered these Splinter Colonies, and probably even longer before anyone would choose to do anything (if at all) about it. One such Splinter Faction that plotted to take advantage of this was the group calling itself the Autochthone. Since their formation in the early 23rd century their dream had solidified, and expanded. Instead of just living in harmony with a planet, their dream was to become one with a planet. To that 
 end their goal was to sample the biosphere that they would be living in, and then genetically alter their genome in order to fit in perfectly within the biosphere of what ever planet they chose to live on. The planet they chose to establish their first colony on was MY 2458-666.


PREMISE: The transit from the planet InnerHarmony had been uneventful. The spaceships captain, after having his Captain Morgan Spaced Rum joke bomb, had discretely avoided contact with your followers. And your followers had had a hard time adjusting to the ships environment: they kept searching for the hidden spy devices on the ship, but never finding them.
Little was known about the space ships itinerary other than what was obvious: this was a low-end space transport, designed for bulk, not comfort. Quantity, not Quality would be the carriers motto if the Truth Police had had their input on the subject. It was also obvious that there were several other Splinter Factions such as yourselves on board, each one undoubtedly destined for their own worlds. All the various Splinter Factions had their own reasons for leaving the worlds they had existed on for an unknown destination, but other than this the Factions had nothing in common: conversations on board had been at best coldly polite.



The Proximity Claxon had sounded earlier in the ship-day, and now everyone in your Splinter Faction has been sealed into the lead 3 Re-Entry Gliders, just waiting for the transport to reach the planets orbital insertion point and open its bay doors. Behind you 6 more robotically controlled Gliders are loaded with all your equipment that your Faction will need in order to establish a new colony. To pass the time you call up the brief file containing data on your new home:


No formal mention or description of this planet has been recovered from the Progenitor colonization archives. The only reference to this planet came via the Caretaker Science Institute which labeled this planet as a Science Research Station.

Planet Specifications
Planet: MY2458-666
Primary: Class M (currently unnamed)
Population: uninhabited
Climate: arid
Temperature: Hot. Note that environmental suits will be needed for prolonged exposure
Gravity: 1.2 standard
Class: habitable

Notes from captain of discovering spacecraft: once it was determined this was not an Eden-class planet, we decided not to bother landing. We did a quick scan of the planet, determined the planet met the criteria for being classed as habitable, and then moved on to the next solar system assigned to our spacecraft. Note that I recommend naming this planet Eye based on visual observation.

No further entries.


Not much to go on, you think. And no one has bothered to visit here in 42 years! Amazing!
Suddenly the spaceships Emergency Claxon begins sounding and the captain cuts in over your private leader-link, we have just detected a pirate ship closing fast onto our position! My ship is not designed to maneuver in this atmosphere, and my crew doesnt have the time to re-secure all of your equipment. I therefore am going to have to jettison your Gliders even though there are Pirates present. Once Ive outrun the Pirates Ill come back and ensure youve landed safely!
Despair hits you like a blast furnace, and then suddenly youre overwhelmed by weightlessness as your Glider is released from its moorings in the bay and follows the two lead Gliders out the back of the space transport. The spaceship captain is still on the commlink, and your barely able to mutter, understood As the grip of the planet below takes hold of your glider.


MAROONED!

Youve been waiting 26 hours now, and only the lead three Re-Entry Gliders have arrived at the selected landing zone. 20 hours ago someone had spotted the space transport orbiting by high above. At first there was elation that the ship had returned, then puzzlement as three smaller blips of light separated from the spaceship and headed down towards the surface. Every five hours since the transport had orbited overhead, dropping 3 Re-Entry Gliders, then disappearing again. Others in your Faction were still puzzling at this, but some of the brighter ones had already figured it out: there had been pirates, but not the ones you had been led to believe. The real pirates were Captain Morgan and his crew of the Space Transport! They were using the ruse of a pirate attack to dump all of the Splinter Faction passengers here, while keeping all the Factions equipment for themselves!
You wish you had time to focus on Captain Morgan, and of the things your Security Police could do to him, but there are more pressing needs, namely survival! While the original scoutship had suggested naming this planet Eye, youve already decided on a different name: Inferno! By the Chairmans Eye it was hot here! And dry! You wonder how the other 5 Splinter Factions that have been dumped here are faring in this weather, and if they had been at all prepared for this.
Your first scouts had returned earlier, with mixed news: some scouts had reported that there was a Progenitor Upgrade Station nearby, which would undoubtedly come in handy. However, there were also disturbing reports from other scouts that there were traces of Planet Fungus here. And where there was fungus, there were worms..
And all the while in the back of your mind the thought keeps preying on your psyche: itd been 42 years since anyone has visited this planet.
You could be here awhile



Directions:

1) In your Scenarios subdirectory create a folder called "EotB_SMAC", and download and unzip the attached files into it.
2) Start up SMAC, then select "Scenario", "Play Scenario", and then select the attached EotB_SMAC file. The game will automatically load up with the Hive Splinter Faction, "The Protectorate".
3) In the Data Links I recommend looking at the basic units types and Facilities, so you can plan your strategies accordingly.


Enjoy!
