Early colonization efforts on the Reach planet faced seemingly insurmountable obstacles. When you visit the planet today, you marvel at the incredible installations, the scintillating scenery, the brilliance of all things serene and divine. To have seen the world in its infancy, though, would have sent you racing through your man purse in a desperate attempt to scramble an evac chopper.
Before the Spartan program existed as much more than a gleam in the eye of an unbalance military engineer, the UNSC had initiated a voyaging program designed to unearth -Yoink!- interstellar planetary systems that might support future colonization attempts. As the initial exploratory research reports concerning projects such as the Spartan initiative trickled in to the highest levels of military administration, those leaders realized such a savage, destructive breed of soldier could not possibly coexist with ordinary, soul-bearing human types.
Indeed, top command officials looked at the wild, barely hospitable ecology of Reach and deemed it the perfect staging area for the upbringing of a team of wild, bare-of-morals Spartan soldiers. Having then finalized the Spartan program’s design and also located an ideal fostering location, the UNSC executives expeditedly enacted the fated design. Little did they know…
To begin the project, UNSC dispatched a hefty mix of construction works, engineers, technicians, librarians, and simple soldiers to undertake the necessary terraformation tasks on the surface of Reach. Although a nominal percentage of this task force enlisted voluntarily, most of the members had no interest in forsaking the lush comforts of their spacefaring homes in favor of the savage lands of Reach.
Acknowledging these reservations, the UNSC administrators promised a number of perks to the planetbound team. In addition to a promising regular credit stimulus packages and a free iPad for every worker, the team lead also earmarked a free weapon for every surface trooper. The succeeding morale boost quickly faded, though, when the landing squadrons entered their cramped, deadzoned dormitories (many draftees trashed their iPads within minutes of landing) to find nothing more than an Assist Rifle waiting in their equipment locker. UNSC had painted a picture of a paradise filled with modern technology and powerful weaponry; they had ultimately delivered a hollow, crusty maze of tropical vegetation devoid of any filling whatsoever.
The first few weeks on Reach yielded some of the most haranguing challenges of the entire colonization program. As the reality of their harsh conditions took a firm hold in the workers’ minds, increasingly contentious arguments developed over meager rations, shift hours, and the like. One day a private would angrily throw his Assist Rifle into the water, infuriated by the weapon’s uselessness; the next day, lapsing into a fit of anger completely uncoupled from sanity, the private would angrily throw his very coworker into the water, only so that he could steal that coworker’s Assist Rifle. This unrest, however combustible, served only as a prelude to the coming storm.
High above the sky, the UNSC administration continued to closely monitor the weekly bulletins updating the status of the project. Many times the bulletins arrived 1 or 2 days behind schedule, but they had no real control over the turnaround time, let alone the mission’s day-to-day challenges. Indeed, the oversight committee could do not better than to wait for each report and, in turn, to react accordingly.
In this vein, the committee committed to numerous lively discussions as they read over the reports of unrest among the worker crews. After agreeing that they needed to provide additional incentives to retain their user base, they settled on offering a weekly jackpot to all of the workers on Reach. Offering this sort of credit bonanza, they theorized, would quench most of the petty strife and ensure that the colonization project continued unabated and on schedule.
At first, it worked. Over the second and third months of the colonization efforts, the crew started to hit its stride; progress came very quickly and almost easily. Units would work with great ardor during the week, fantasizing about the possibility of obtaining the jackpot. Eventually, though, the questionable consistency of the new incentive program began to relight the plebians’ rage. By the end of the fourth month of the project, small riots were breaking out on the regular basis as players played game after game in a fruitless quest for the extra credits.
The select players who did manage to score a surplus could not hope to enjoy their bounties. For starters, the arrival of a soldier’s credit bonus would immediately trigger dozens of envious stares from her or his empty-pocketed squadmates; many “winners” ended up having to spend a significant portion of their earnings on personal security teams. Furthermore, the various apparel and armor distributors on Reach quickly raised their prices many times over, ready to take advantage of the jackpot winners. For instance, a vendor could bring in a pair of gold sunglasses for around 100 cRedits, then turn around and peddle it on Reach for 250,000 cRedits; the workers on the planet could complain about the rate all they wanted, but they had nowhere else to shop.
As the economy on Reach descended into such madness, the majority of the workers had to resort to buying generic, cut-rate armor from the occasional spacefaring merchant. As you can imagine, this led to a great amount of homogeneity across the population’s wardrobes; most of the people ended up wearing red armor or blue armor. When holidays such as Christmas approached, the citizenry allowed themselves to hope for an improvement: perhaps instead of the constant red and blue, one of the vendors might add some red and green outfits to the playlist instead. Unfortunately, none of the 342 interuniversally-licensed equipment manufacturers showed any interest in such an endeavor. And so the numbing saturation of red and blue, blue and red carried on, indefatigable.
To no one’s surprise, this incessant monotony soon created a great deal of strife and enmity between the 2 colored factions. Progress on the terraformation projects drastically slowed as angry battles erupted between the spectral adversaries. Not only did the time spent fighting take away from time spent working, but many of the combatants did not emerge from the battle in a living state. This ultimately cost the project even further, as special teams had to carry off the collateral and stash their carcasses in the old limestone deposits scattered across Reach. These remote deposits provided a convenient storage location for such a task, even if the heavy mineral content did immediately begin changing the color of each lifeless denizen’s armor green.