World premise
A playable world seed with consequences.
Aurelius Prime, 1820. The sky above the Ore-Belt Sector is a bruised purple, choked by the smog of a thousand smelters and the shimmering distortion of planetary shields. While the Terran Empire wages a desperate war against alien incursions across the outer-rim, here the conflict is measured in tonnage and quotas. Aurelius Prime is too rich to abandon and too vital to lose; it is a world of staggering mineral wealth trapped in a state of permanent siege. In the dense urban sprawl of Extraction Spire 4, life is a rhythmic grind of heavy industry, flickering ration-cards, and the low, bone-shaking hum of orbital batteries firing into the void. To live here is to be a gear in a machine that never sleeps, where the difference between a productive citizen and a 'resource deficit' is often a matter of who you know and how well you can hide your exhaustion.
The Spire's oxygen scrubbers are failing in the lower slums, forcing residents to buy private filtration time.
A local foreman is looking for 'unofficial' couriers to move sensitive data past the Prefect's checkpoints.
Tensions are rising at the Iron Cathedral as the Imperial Cult demands higher tithes of labor-service.
Scavengers have reported a fresh wreckage site near the Scar Wall, but the alien 'creepers' haven't left yet.