Sphere talk:Longshots

From Sphere
Jump to navigation Jump to search

Discovery Era

Disc-1) World Type

No Suitable World (Go to Disc-2)
Unfortunately, sometimes a prime spot simply lacks a nice place to drop your cities down, or your FTL drive wandered off-course. Time to build your own!
Hell World (Go to Disc-3)
Various reasons exist to land on hell worlds. Habitability is not one of them.
Terraformable World (go to Disc-4)
There is a finite number of garden worlds within easy reach of human starships, but many more marginal worlds that with a bit of work can become comfortable places to live.
Garden World (Go to Disc-5)
The gems of any colonization effort, most garden worlds were seeded with life more than a hundred million years ago by the Precursors, the garden-gods of the Milky Way.


Disc-2) No Suitable World (automatically change one dot of Ground doctrines for one dot of Fleet doctrines)

  • Must choose 'None' in Precursor Relics.
Adapt (Radical Morphological Change, +150 PIP, + 50 CIP)
In a world with no up or down, the man with hands for feet is king.
Build Our Own (+ 300 PIP)
Gerald O'Neil gave us the plans, all we need is effort.
On The Castles Of Gods (+ 100 CIP, + 100 dust, + 100 Applications)
Some posthuman structures can be used as foundations for larger, human habitats.


Disc-3) Hell World

Adapt (Radical Morphological Change, +100 CIP, + 100 PIP)
A normal human won't survive Chernobyl Beta. A normal human.
Tough It Out (+ Morale, Balls, + 1,250 infantry, + logistics)
We've defeated everything this world could throw at us.
Make Do (Scraphunters, + 1,250 vehicles/aircraft, + 100 PIP, + 1 SP)
We're not where we wanted to be and there's no way back, so we need to use absolutely everything to its utmost.
Thousand-Year Plan (+ 100 PIP, + 100 CIP, + 100 Wealth)
We'll make this rock terra-compatible if it takes a thousand years!


Disc-4) Tolerable World

  • May not choose 'Extensive' in Feral Drones.
Get To Work (+ 90 pop, +150 PIP, + 1 SP)
Once the terraforming efforts have begun, many worlds were opened up for additional waves of colonists.
Artifact Rush (+ 100 CIP, +50 Wealth, + 100 dust, + 30 Pop)
Sometimes artifacts of posthuman provenance are found, leading to a surge of investment in an effort to extract them.
Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP, + 1 SP)
Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.
Terraforming Failure (Defensible, + 1 SP)
The worst-case scenario is a chaotic destabilization of the planet's climate, often making things worse than when they started.


Disc-5) Garden World

  • Must chose 'None' in Feral Drones.
Population Boom (+ 120 pop, +100 wealth)
With Earth's overpopulation causing significant ecological effects, efforts were made to move as many people off-world as reasonably possible.
Cash Crop (+ 200 Wealth, + 100 PIP)
Agriculture has been the base of Earth's economy for ten thousand years. Who's to say it won't be in out in space?
Xenomorphs (+ 2,500 military, + 100 CIP)
This garden has snakes.
A New Old World (+ 50 CIP, + 100 PIP, + 50 Wealth, + 60 Population)
Just like the mother country


Disc-6) Precursor Relics

None (+100 PIP, +10 SP, SP limit for options increased by +5, may not spend SP on dust)
Some star systems were simply never touched by the Precursors.
Limited (+ 150 dust, + 5 SP)
Most worlds with complex biospheres were seeded in the distant past by the Precursors and now the ancient relics of their technologies lies locked in the rocks below.
Extensive (+ 250 dust, - 50 PIP)
A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.


Disc-7) Feral Drones

None (+ 60 population, + 100 Wealth)
Feral drones generally left G-type stars alone.
Limited (+ 30 population, +50 Wealth, +100 PIP)
Some worlds nonetheless had local populations.
Extensive (+ 1,250 fleet, + 100 Fabers)
Extensive drone hives were almost exclusively found around red M-type stars.


Disc-8) Posthuman Footsteps

Untouched (+20 SP, SP limit for options increased by +5)
I guess this was just a really boring star system.
Observation Posts (+ 100 CIP, + 10 SP, SP limit for options increased by +5)
Posthuman seed-probes scattered all across known space and were often used as markers for development - or looted for resources.
Nano-Factories (+ 100 Fabers, +100 PIP)
Some elements of posthumanity was favorable to their baseline cousins, providing the access codes for various pieces of nanofabrication equipment.
Data Core (+ 150 applications, +1 Global Tech Level)
Accessing data cores was a surefire way to increase technological development.
Hostile as fuck (+ 2,500 military)
Nobody's quite sure what they're guarding, but they're really good at it.


Landing Era

Land-1) Load the Ship

Cloning Vats and Colony Pods (+ 60 population)
Industry in a Can (+ 100 PIP)
Probulators (+ 10 applications)
Fabbers (+ 150 fabs, - 75 PIP)
Bioroid 'Servants' (+ 100 CIP)
Swiss Bank Accounts (+ 100 Wealth)
Scoutships (+ 1,250 military)


Land-1B) Load the other half Repeat Land-1.


Land-2) Prides and Prejudices

No Thank You! (+ 60 Pop, + 10 SP, -13 Transgene)
Headcount Increase Exercise (+ 60 Pop)
Control Them (+ 30 Pop, + 6 Transgene)
New Freedoms (+ 13 Transgene)


Land-3) Colonial Demographics

Pioneers (+ 150 PIP, + 30 Population)
Some decided to go to space because it was there
Idealists (+ morale, + 60 Population)
Some decided to go to space to make their dreams of a better society come true.
Separatists (+ 2,500 military)
Some decided to go to space to get away from people on Earth
Fortune Seekers (+ 200 Wealth)
And some decided to go to space to get rich
Scientists (+ 100 CIP, + 100 Applications)
Fascinating.


Land-4) Cause D'etre

Fleeing Trangenes (+ 25 Transgenics)
As the Brazilian miracle turned nightmare, many transgenes caught a boat
Adventurers (+ 200 PIP)
Many colonies were settled by adventurers, simply seeking to see new stars overhead. These tend to be hard working
Specialists (+ 100 CIP, + 100 Wealth)
Some colonies were very picky about their selection, bringing only the best
Whoever we could get (+ 60 pop, + 100 PIP)
Lowering the bar sure did supply a lot of applicants though
Outer Haven (+ 2,500 military)
A world where the warrior will not be looked down upon!


Land-5) Early History

Knuckle Down (+60 pop, +100 PIP, + 10 SP)
Quietly establishing infrastructure and the new generation is an unglamorous but vital activity.
Buccaneers and Beasties (+1250 military, +doctrines, + 100 Wealth)
Conflicts with feral drones - or other things - lead to the early establishment of military infrastructure and professionals.
Tech Failure (+100 PIP, +100 CIP, +morale, -100 fabricators)
Recovering from a fabricator breakdown demands special dedication and innovation from the populace.
Artefact Find (+100 dust, +100 applications)
The remains of greater powers demand extraction, and the discovery of the means to use them.
Falling Out (+2500 military, +doctrines, -morale or -60 pop)
Early disagreements in the fabric of a colony can balloon into conflict, which will result in painful reconciliation or a brutal purging.
Fabber Queens (+200 fabricators)
The New Men (+60 population, +25 transgene)


Land-6) Later History

Military Action (+1250 military, +doctrines)
In all times and all places mankind will find excuse for evil.
Gotta Get Ahead (+100 PIP, +morale)
Fear of the foreign, the Core and the unknown is a powerful motivator.
Reconnection (+100 wealth, +50 dust, +50 applications)
Once jumpdrive technology spreads and spatial geometry is mapped, exploration and trade can begin.
Bright Idea (+100 CIP, +100 applications)
Once things are up and running effort can be put into getting concepts from the laboratory to the factory.
Revolution! (+1250 military, +morale)
Not every initial colonial government was organised wisely.
Off The Rails (+2500 military, +doctrines, +60 pop, --morale) idealists only
Many longshot colonies were based on a utopian plan for society, and many of these ran into a certain problem: The plan was stupid.
The Magrathea Project (+100 PIP, +60 pop) tolerable world only
Many Core explorers were shocked to discover the inventive ways Rim worlds found to make their worlds more liveable.


What Now?

Now-1) Political Stance

Keep On Keeping On (+60 pop, +10 SP)
It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
Grand Ambition (+2,500 military, +FTL application, -relations)
To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle.
The Podunk Union (+relations, +FTL application)
Others look to soft power and cooperation against the challenges of deep space.
Open for Business (+100 wealth, +FTL application)
Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
Ideological Purity (++morale, +100 PIP, -relations)
Worlds based on certain ideologies can be extremely sanctimonious about them.
Get Out (+1250 military, +doctrines, +defences, -relations)
Worlds with bad experiences or things to hide take a tough line with outsiders.
National Security (+1,250 military, +100 PIP)
Even less paranoid ones find it wise to invest in security.


Now-2) Economic System

Get Digging (+200 PIP)
Hard work and strong backs wean colonies off fabricators and onto their own two feet.
New Gilded Age (+1,250 military, +200 PIP, -morale)
Get back to work, scum.
The Middling Classes (+100 CIP, +50 wealth, +50 applications)
Some more developed economies have a population of skilled (and better paid) workers.
Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP)
You had more than your share of fabricators, and your economy never graduated from dependence on them.
Social Management (+morale, +25 transgene)
Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
Transistor Mines (+100 CIP, +100 dust or drexlers)
Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
Crossroads (+60 pop, +100 wealth)
Worlds at convergences of trade routes reap dividends.
The Pirate Bay (+1,250 military, +100 wealth)
Other worlds decide to take them by force.
Slumlords (+120 pop, +1250 military, -morale)
When population outstrips government and infrastructure, black markets and mean bars spring up.


Now-3) Military Doctrine

Able Spacemen (+2,500 military, +5,000 fleet, +shipbuilding, +fleet doctrines)
A focus on a solid and reliable fleet is key to defence in the depths of space.
The Low Road (+2,500 military, +5,000 ground, +ground application, +ground doctrines)
Ships are hard. It's better to focus on a strong army to defend.
Swarms (+2,500 military, +5,000 planes, +aerospace application, +aerospace doctrines)
Making effective smallcraft is a challenge for rim states, but pays dividends.
Death Spiral (+ 7,500 military, +tech, +200 applications, -100 wealth)
Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
Into the Darkness (+5,000 fleet, +FTL application, +200 dust)
Effective interstellar travel is crucial to trade and power projection.
Lord's Army (+10,000 military, +morale, -doctrine)
Enthusiasm and mass will carry the day.
The Silence of Space (+7,500 military, +stealth application, +fleet doctrines)
Nobody can hear you scream 'Open fire!'.
Supermen (+7,500 ground, +25 transgene, +doctrines)
The divergent nature of Rim humanity means a focus on establishing and exploiting personal superiority can be useful.
Supermarionation (+5,000 military, +2,500 planes, +electronics application, +100 CIP)
Without the advanced countermeasures of the Inner Sphere, remote craft are more viable.


Ideas

Artifact Accident (++applications, +dust, -morale)

After the incident at Ebon Plateau and the subsequent silencing of the scientists by your marines, the population never quite trusted the government as much. On the other hand, the discoveries made were pretty impressive, and you didn't even get invaded by transdimensional aliens. A win in your book.

Homo Superior (++Transgene, +Military, -morale)

Some on the Rim really, really pushed nascent genetic technology to its limits creating truly freakish beings of various design. To compensate for their relatively less sophisticated exowomb technology and smaller R&D base, shortcuts were often taken which ended in various undesirable side effects ranging from common and severe physical birth defects to severe mental disorders. Such actions often led to brutal military crackdowns of protests and difficulties with societal integration.

Non-Perpetuating Aristocracy of Talent (+Military, +Morale, +PIP, -Transgene)

According to Strauss-Kaserism, transgenic enhancement will create a self-perpetuating aristocracy of talent that would last forever. Well, you showed them, didn't you?

Drone farming (+applications, +PIP)

If you grind the drone hive enough eventually you might get something really cool!

Massive Scandal (+military, +doctrines, +PIP -pop or -morale)

Oh my God, how can this happen? We'd better make sure this can never happen again!

Garden of Eden (+morale, +wealth, +pop, -PIP)

"Let's make paradise out of limbo." Terraforming is all the rage, as your nation strives to make your beautiful world even better (or, conversely, your nightmarish world a slightly better dream). Conservation, however, hampers your processing industries.

Mechanics Dump

B) Historical Events 1

Quiet (+60 pop)
Digging (+100 PIP)
Crisis (+1250 stockpiles)
Nationalism (+morale)
Military Action (+1250 military)
Artefact Find (+100 dust)
Improvements (+20 transgene)
Extra Fabs (+100 fabbers)

C) Historical Events 2

As B.

D) Historical Events 3

As B.