Polity Creation: Difference between revisions
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:Rank 1 (2 points): Below average advancement, everything is slightly more cumbersome, bulkier and less effective. | :Rank 1 (2 points): Below average advancement, everything is slightly more cumbersome, bulkier and less effective. | ||
:Rank 2 (4 points): Average advancement, infantry railguns, power armour, laser weaponry on starships and heavy vehicles. | :Rank 2 (4 points): Average advancement, infantry railguns, power armour, laser weaponry on starships and heavy vehicles. | ||
:Rank 3 (6 points): Above average technology that puts you above most of your peers, but no real paradigm changes. | :Rank 3 (6 points): Above average technology that puts you above most of your peers, but no real paradigm changes. Everything is just smaller and more efficient. | ||
'''Apex Technology'''<br> | '''Apex Technology'''<br> |
Latest revision as of 12:41, 27 September 2015
After some confusion on my part, Shrike has allowed me to use the rules he wrote for Nexus in this SD in a modified form.
Making A Heavens Wake nation
Simply assign your points to each of the categories until you run out. That'll give you the basis around which to write up the details of your nation.
Modifiers listed apply bonus points towards a particular rank, rather than directly modifying the Rank itself. For example, (Infrastructure +3) means that three bonus points are automatically added to the Infrastructure category, and (Growth -2) means that two points are subtracted from Growth. The player must make up the remainder to gain a new rank, if only part of the point cost is fulfilled; excess points are wasted.
Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.
You have 35 points to build your nation
Population
- Rank 0 (0 points): A single city, either on a planet, moon, asteroid or space habitat. Low millions
- Rank 1 (2 points): A particularly large metropolis, high millions. Adds +1 Growth Potential.
- Rank 2 (3 points): A lesser state, a small nation or particularly huge metropolis. Low tens of millions. Adds +1 to Infrastructure.
- Rank 3 (5 points): A fairly typical midsized nation, high tens of millions. Adds +1 to Infrastructure and Military.
- Rank 4 (6 points): A large nation with a substantial, diverse population, low hundreds of millions. Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential.
- Rank 5 (7 points): A top-tier state with a massive population. High hundreds of millions. Adds +3 to Infrastructure, +2 to Military, but suffers -1 to transhumanism above rank 1 and -2 to Growth Potential.
Transhumanism
- Rank 0 (0 point): The norm, some genetic engineering has taken place to improve the humane genome. Health, appearance and general reasoning skills are are all above the former baseline. A person can typically expect to live until their late 1st century, most of it as a prime human being.
- Rank 1 (2 points): Transhumanism at this level is either ubiqitous low-level cybernetic implants, or significant genetic upgrades to the human condition. Your people are stronger, faster and/or more intelligent than the normal.
- Rank 2 (4 points): Significant transhumanism is the normal, nearly everyone sports major cybernetics or has significant genetic alterations that manifest as new and unique abilities, such as senses or altered cognition.
- Rank 3 (6 points): While you may still retain a humanoid form(or not), you have massively rewritten your body to significantly improve or alter its abilities. You may even of incorporated common apex technology in order to achieve this. You gain +1 Apex Tech but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 0.
Infrastructure
- Rank 0 (0 points): Industry Rating 20
- Rank 1 (1 point): Industry Rating 30
- Rank 2 (2 points): Industry Rating 40
- Rank 3 (3 points): Industry Rating 50
- Rank 4 (4 points): Industry Rating 60
- Rank 5 (5 points): Industry rating 70
- Every additional Rank of Infrastructure adds 5 to the Industry Rating
Military Support
- Rank 0 (0 points): 100 support points
- Rank 1 (1 point): 300 support points
- Rank 2 (2 points): 450 support points
- Rank 3 (3 points): 500 support points
- Rank 4 (4 points): 700 support points
- Rank 5 (5 points): 800 support points
- Every Rank past 5 adds +100 support points
Military
- Rank 0 (0 points): Small force. 75 military points
- Rank 1 (1 point): 200 military points
- Rank 2 (2 points): 350 military points
- Rank 3 (3 points): 490 military points
- Rank 4 (4 points): 620 military points
- Rank 5 (5 points): 740 military points
- Every Rank past 5 adds +100 military points
Diplomacy
Diplomacy is the ability of your nation to get its way with other states.
- Rank 0 (0 points): Your unimportant and nobody much cares about what you want or have to say
- Rank 1 (1 point): Diplomatic blunders or simple lack of care is common. You're not quite playing on Diety, but the popular press is rarely favorable to you.
- Rank 2 (2 points): You are just another body in the Hyper Galactic Space UN.
- Rank 3 (4 points): Your foreign office or equivalent has considerable ability to influence other states.
- Rank 4 (6 points): Your leaders routinely expect to get there way through diplomatic channels.
Espionage and Security
This covers both your foreign domestic intelligence and security appartus
- Rank 1 (1 point): Underfunded
- Rank 2 (2 points): Typical Intelligence Organisation.
- Rank 3 (4 points): Highly funded
- Rank 4 (6 points): Over-funded organisation, SHIELD would be at this level.
General Advancement
- Rank 1 (2 points): Below average advancement, everything is slightly more cumbersome, bulkier and less effective.
- Rank 2 (4 points): Average advancement, infantry railguns, power armour, laser weaponry on starships and heavy vehicles.
- Rank 3 (6 points): Above average technology that puts you above most of your peers, but no real paradigm changes. Everything is just smaller and more efficient.
Apex Technology
The legacy of posthumanity, Apex technology is typically far beyond understanding, violating basic physics.
- Rank 0 (0 points): No Apex technology, either your against it on principle or you are a real backwater.
- Rank 1 (1 points): Only basic Apex technology, you've got access to the only common ubiquitous blueprints
- Rank 2 (2 points): You've cracked open a few postie vaults, you have access to two Uncommon Apex blueprints
- Rank 3 (4 points): You've been busy, you have access to three uncommon Apex blueprints
- Rank 4 (6 points): At this level you surely must possess dedicated Apex Agency, three uncommon blueprints and one rare.
Assember Gate Production
Assembler gates are used for producing apex technology. They can also instantly build any other unit at 2x cost.
- Rank 0 (0 points): 25 Assember production points
- Rank 1 (1 points): 50 Assember production points
- Rank 2 (2 points): 75 Assember production points
- Rank 3 (3 points): 100 Assember production points
- Rank 4 (4 points): 125 Assember production points
Transport Gate Network
Transport Gates are the highways of modern civilization, they are the wormholes that link together planets, moons and star systems.
- Rank 0 (0 points): Poor network, travel is slower than the norm in your system as ships must burn hard between each planet, there is only one interstellar gate connection.
- Rank 1 (1 points): Standard network, bodies within your system are connected to each other and you have at least two interstellar gates connections.
- Rank 2 (2 points): Good network, most population zones are connected and you have several interstellar gates.
- Rank 3 (4 points): An excellent network, in addition to rank 2, you have planetary t-gates linking your worlds directly without ever leaving the gravity well.
- Rank 4 (8 points): You have access to the Hyperlane network, in addition to the perks of Rank 3, it is however costly to maintain. +1 Diplomacy, -1 Infrastructure