Arcologies Climes

The surviving population centers, each built on a survival principle of collectivism and protectionism, each of the mega-cities that remain protect their own, yet by necessity must transact across the intervening lands through cargo caravans, elite couriers, and innovative forms of transportation. These are but a subset of all the possible megalopolises that might exist; for more information, watch for later DownShift releases.

Agraria

A high-tech garden city that boasts extensive hydroponics farms, soy-vats (or are those Soylent Green vats? hmmm ... ), air and water recyclers, and so forth. Excellent biologists, and Hydro-Farmers produce more food than the city could ever eat, but can do little about the city's lack of metal salvage, ammunition, and fuel.

New Pacifica

Dominates the local markets in water filtration and purification and the manufacture of high-tech electronic parts and computer systems. Unfortunately, New Pacifica's chronic shortages of petroleum distillates, food, and fuel often make it necessary to trade much of the water and electronics it produces to other Cities.

Fort Abrahms

A city stronghold dominated by its military forces, Fort Abrahms boasts vast stockpiles of munitions and armaments, as well as the latest in military hardware and defense. Unfortunately, it often finds it necessary to trade with other cities if its residents want to eat anything other than 20-year-old field rations. In addition, fuel and other resources are often in short supply.

Heliopolis

A dense cluster of massive mega-skyscrapers, it often seems that this City's only surplus is its population, with shortages of most goods a nearly daily occurrence. But Necropolis also boasts advanced medical facilities as well as some of the most advanced computer systems currently made. Always short on food and other resources, this City trades its skills in medicine, mechanical repair, light manufacturing. and computer systems in exchange for the resources it needs.

Commercia

One of the largest retail outlets and shopping malls in existence, even before the Collapse, Commercia has since become a focal point for trade and commercial exchange. In essence a massive self-contained shopping center filled with consumer-residents, Commercia never lacks goods and products. Unfortunately, as the City produces little other than trade and all sorts of service workers, it often has to raise prices on certain goods like food beyond what many commoners can afford. But in Commercia, another sale or clearance special is just around the comer...

The Enclave

A corporate city habitat for its worker-citizens, rigidly controlled by the corporate administration. If not for the high demand of manufactured goods turned out by MegaCorp's assembly lines and machine shops, the workers (virtual slaves) would probably revolt, as MegaCorp has precious little of anything other than manufactured goods and must trade for food and fuel and such.

Metallica

A mining city that focuses on mining, smelting, and refining metals, coal, and salvaged scrap. Exporting ingots and metals in bulk, the city's grimy inhabitants often have to trade at a loss in order to get the foodstuffs, water, and other goods they are often short on.

Distribution Depot

A sprawling corporate settlement centered around a massive extraction and refining complex, The Depot is usually covered in a haze of smog and pollutants. One of the few remaining bulk producers of fuels and distilled chemicals, the arcology is generally chronically short of most other resources, especially food (they tend to ferment most of their foodstuffs into alcohol fuels).

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