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Exp-1)  World Type
Exp-1)  World Type
:No Suitable World (Go to Exp-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 Exp-3)
:Hell World (Go to Exp-3)
::Various reasons exist to land on hell worlds.  Habitability is not one of them.
::Various reasons exist to land on hell worlds.  Habitability is not one of them.
:Terraformable World (go to Exp-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 Exp-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.
Exp-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.


Exp-3) Hell World
Exp-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, + 2,500 infantry, + 1 logistics)
:Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
::We've defeated everything this world could throw at us.
::We've defeated everything this world could throw at us.
:Make Do (Scraphunters, + 2500 vehicles/aircraft, + 100 PIP)
::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!
Exp-4)  Terraformable World
*May not choose 'Extensive' in  Feral Drones.
:Get To Work (+ 90 pop, +150 PIP)
::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)
::Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.
:Terraforming Failure (Defensible, + 300 PIP, +3,750 military, -30 pop, -1 morale)
::The worst-case scenario is a chaotic destabilization of the planet's climate, often making things ''worse'' than when they started.
Exp-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 (+ 5,000 military, + 100 CIP)
::This garden has snakes.
:A New Old World (+ 50 CIP, + 100 PIP, + 50 Wealth, + 60 Population)
::Just like the mother country


Exp-6)  Precursor Relics
Exp-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)
: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.
::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.


Exp-7)  Feral Drones
Exp-7)  Feral Drones
:None (+ 60 population, + 100 Wealth)
:None (+ 60 population, + 100 Wealth)
::Feral drones generally left G-type stars alone.
::Feral drones generally left G-type stars alone.
:Limited (+ 30 population, +50 Wealth, +100 PIP)
::Some worlds nonetheless had local populations.
:Extensive (+ 2500 fleet, + 100 Fabers)
::Extensive drone hives were almost exclusively found around red M-type stars.


Exp-8)  Posthuman Footsteps
Exp-8)  Posthuman Footsteps
:Untouched (+20 SP, SP limit for options increased by +5)
:Untouched (+20 SP, SP limit for options increased by +5)
::I guess this was just a really boring star system.
::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'' (+ 5,000 military)
::Nobody's quite sure what they're guarding, but they're really good at it.
:Baby Singularity (+ 250 Dust, - 30 Population)
::Whoops.
:Honeypot (+ 100 Theta, + 100 Fabers, + 10 Transgene, - 2,500 Military)
::Speculation remains if these were pranks, intelligence tests or rampant housekeeping programs.
:Industrialized Spacetime And Magic (+ 500 Theta, - 300 Dust, - 100 Wealth)
::The posthumans reverse-engineered precursor dust and made shiny new copies.  '''Must''' take Dust to Dust additional option in Colonial era.


Exp-9)  Location
Exp-9)  Location
:Backwater (+ 100 PIP)
:Backwater (+ 100 PIP)
::Nice and quiet.
::Nice and quiet.
:Routed (+ 10 SP)
::Along a major arm.
:Hub (+ 60 Population)
::What it says on the tin.
:Strategic (+ 2,500 military)
::Too important to lose.


====Colonization Era====
====Colonization Era====
Col-1)  Axis Of Colonization
Col-1)  Axis Of Colonization
:PACT Arm (+ 5,000 military, + 100 Wealth, + 100 CIP, + 100 Dust, go to Col-2)
:EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3)
:Chinese Arm (+7,500 military, + 60 Population, + 100 PIP, go to Col-4)
:UN-Authorized (+2,500 military, + 30 Population, + 50 CIP, + 100 PIP, + 100 Dust, +10 SP, Go to Col-5)
:UN-Authorized (+2,500 military, + 30 Population, + 50 CIP, + 100 PIP, + 100 Dust, +10 SP, Go to Col-5)
:Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
:Busy Child (+ stuff)
*Go to Col-7 afterwards for Local Affairs
*Go to Col-7 afterwards for Local Affairs
=====PACT Arm=====
Col-2)  PACT Colonization Authority
:Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
:Second Stage (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 1 logistics, + 10 Transgene)
:Outer Expanse (+ 120 Population, + 100 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 20 Transgene)
Col-2B)  PACT Transgenic Relations
:Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
:Headcount Increase Exercise (+ 60 Pop)
:New Freedoms (+ 20 Transgene)
Col-2C)  PACT Colonial Economics
*Dust to Dust (+ 100 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
:Liberal Market Capitalism (+ 200 CIP, + 100 PIP, + 300 Wealth, + 60 Population)
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
:Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
:Research Lab (+ 100 CIP, +200 Dust, + 200 applications, + 200 Wealth)
:SIA's Good Graces (+100 Theta, + 200 Fabs, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)
Col-2D)  PACT actions during the Eridanus Campaign
:Front Line State (+ 7,500 fleet)
:Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
:Drone Deconstructors (+ 100 Fabs, + 100 Dust, + 100 CIP)
:Not My Problem (+ 60 Population, + 100 CIP, + 100 Wealth)
:GTFOing (+ 30 population, +150 PIP, + 2,500 military)
:Any Excuse For An Upgrade (+ 20 Transgene, +5,000 military)
=====EU Arm=====
Col-3)  EU Department Of Planetary Development
:Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
:Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + 1 logistics)
:Outer Expanse (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 10 Transgene)
Col-3B)  EU Transgenic Relations
:Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
:Headcount Increase Exercise (+ 60 Pop)
:New Freedoms (+ 20 Transgene)
Col-3C)  EU Colonial Economics
*Dust to Dust (+ 100 CIP, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
:Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population)
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
:Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
:Regulated Market (+ 200 PIP, + 250 CIP, + 200 Wealth, + 90 Population, - 100 dust)
:Lingering Posthuman Help (+100 Theta, + 200 fabers, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)
Col-3D)  EU's Project PRISM
:Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth)
:Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
:Heart Of Darkness (+ 100 Fabs, + 100 Theta, + 100 Applications, + 100 CIP, - 60 Population, - 10 AI and Transgene tech index)
:Stayed Home (+ 60 Population, + 100 CIP, + 100 Wealth)
=====Chinese Arm=====
Col-4)  Shanghai Consensus For Colonization And Exploration
:Inner System (+ 240 Population, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
:Second Stage (+ 210 Population, + 50 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 10 Transgene)
:Outer Expanse (+ 180 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 10 Transgene)
Col-4B)  Shanghai Consensus Transgenic Relations
:Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
:Headcount Increase Exercise (+ 60 Pop)
:Control Them (+ 30 Pop, + 10 Transgene)
:New Freedoms (+ 20 Transgene)
Col-4C)  Shanghai Consensus Colonial Economics
*Dust to Dust (+ 50 CIP, + 50 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
:Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
:Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
:People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
:Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
:Emerging Exhuman Help (+ 200 fabers, + 100 applications, + 200 Wealth, +200 dust)
Col-4D)  Shanghai's Exhuman Insurgency
:They Don't Come Around Here (+ 60 Population, + 100 CIP, + 100 Wealth)
:Cut A Deal (+100 supersoldier, + 100 CIP, + 2,500 military)
:Successionism and Secrets (+ 100 PIP,  ++ secret stuffs)
:Uprising! (+7,500 military)
:Nodal Reaction Forces (+2,500 fleet, +1 logistics, + 100 PIP)


=====United Nations=====
=====United Nations=====
Col-5)  United Nations Civil Colonization Agency
Col-5)  United Nations Civil Colonization Agency
:Inner System (+ 180 Population, +100 PIP, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
:Second Stage (+ 150 Population, + 100 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 20 Transgene)
:Outer Expanse (+ 120 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 1 logistics, + 20 Transgene)
:Outer Expanse (+ 120 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 1 logistics, + 20 Transgene)
:Inner Rim (+ 90 population, + 100 PIP, + 50 CIP, + 50 Wealth, +50 Dust, + 10 SP, + 1 logistics, + 20 Transgene)


Col-5B)  UN Transgenic Relations
Col-5B)  UN Transgenic Relations
:Our Blue And Pure World (+ 60 Pop, + 10 SP, -20 Transgene)
:Our Blue And Pure World (+ 60 Pop, + 10 SP, -20 Transgene)
:Genetic Tensions (+ 60 Pop, +5 SP, - 10 Transgene)
:Headcount Increase Exercise (+ 60 Pop)
:Control Them (+ 30 Pop, + 10 Transgene)
:New Freedoms (+ 20 Transgene)


Col-5C)  UN Managed Economics
Col-5C)  UN Managed Economics
*Dust to Dust (- 100 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
:Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
:Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
:People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
:People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
:Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
:Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
:ARROWs Formation (+ 100 Theta, + 300 fabers, + 100 applications, +150 dust)


Col-5D)  UN Colonial Demographics
Col-5D)  UN Colonial Demographics
Go to Col-6D, -6E, and -6F
Go to Col-6D, -6E, and -6F
=====Longshots=====
Col-6)  Leaving on a wormhole ship . . .
:Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
:Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
:Deep Rim (+ 100 Faber, + 20 SP, + 20 transgene)
Col-6B)  Prides and Prejudices
:No Thank You!  (+ 60 Pop, + 10 SP, -20 Transgene)
:Headcount Increase Exercise (+ 60 Pop)
:Control Them (+ 30 Pop, + 10 Transgene)
:New Freedoms (+ 20 Transgene)
Col-6C)  Idealism, Meet Reality
*Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
:Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
:Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
:People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
:Pod People (+ 180 Population, + 300 Wealth, + 100 CIP)
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
:Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
:Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
:Posthuman Guidance (+ 100 Theta, + 300 fabers, + 100 Wealth, +100 dust, + 30 Population)




Col-6D)  Colonial Demographics
Col-6D)  Colonial Demographics
:Pioneers (+ 100 PIP)
::Some decided to go to space because it was there
:Idealists (+ morale)
:Idealists (+ morale)
::Some decided to go to space to make their dreams of a better society come true
::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 (+100 Wealth)
::And some decided to go to space to get rich
 


Col-6E) Backing
Col-6E) Backing
:Ragged Refugees (+100 PIP)
::They could barely afford the price of the ticket
:Charitable Foundations (+100 CIP)
::Some Colonies were great works of philanthropy
:Corporate Sponsorship (+100 Wealth)
:Corporate Sponsorship (+100 Wealth)
::Profit, not charity motivates your colonies backers
::Profit, not charity motivates your colonies backers
:Civilian Government Sponsored (+ 60 Pop)
::A government backed your effort to move into space
:Military Government Sponsored (+ 2,500 military)
::A government backed your effort to move into space


Col-6F) Colonists
Col-6F) Colonists
:Fleeing Trangenes (+20 Transgenics)
::As the Brazilian miracle turned nightmare, many transgenes caught a boat
:Adventurers (+100 PIP)
::Many colonies were settled by adventurers, simply seeking to see new stars overhead. These tend to be hard working
:Specialists (+100 CIP)
::Some colonies were very picky about their selection, bringing only the best
:Whoever we could get (+60 pop)
::Lowering the bar sure did supply a lot of applicants though
:Outer Haven (+2,500 military)
:Outer Haven (+2,500 military)
::A world where the warrior will not be looked down upon!
::A world where the warrior will not be looked down upon!
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Col-7A)  Local Affairs
Col-7A)  Local Affairs
:Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
:Natural Disaster (+morale, go to Col-7E)
::Nothing like happiness and prosperity to keep a government stable
:Economic Crisis (+2,500 Stockpiles go to Col-7B)
::It appears the other school of economists were right
:Warfare! (+2,500 military, go to Col-7C)
::General Veers, deploy your men
:Political Crisis (+ 100 Wealth, go to Col-7D)
::Far from Earth, politics quickly became far more interesting
:Natural Disaster (+ morale, go to Col-7E)
::The fury of nature is not felt only on mother Gaia
::The fury of nature is not felt only on mother Gaia
Col-7B) Economic Crisis
: Miner Beatdown (+ 100 PIP, +100 Wealth, + 2500 military)
::An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should.
:Banking Crisis (+2,500 stockpiles, + 200 Wealth, may not have more than - debt)
::I guess your subprime was substandard, but you've learned how to regulate
:Currency Crash (+200 PIP, +100 CIP)
::At least your exports are competitive
:Captive State (+ 300 Wealth, + 100 PIP, -morale)
::Your state has been captured by one or several corporations. It dances to their tune
:Continuing Depression (+5,000 military, +200 PIP,  -100 Wealth)
::You didn't solve it
Col-7C)  Warfare!
:Full Scale War (+5,000 military, + doctrines)
::Your people fought a full on war, local but fierce. It's no doubt something you won't shut up about. 
:Regime Changed (+5,000 military, +1 logistics +100 applications - morale)
::An external power has swept in and replaced El Generalisimo with the Shah.
:Feral Drone Attack (+ 5,000 military +100 xenotech applications requires limited or more drone activity)
::Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
:Superpower Squabble (+ 1 logistics, +military +100 military applications)
::One or more major powers squabbled over your world. You gained resources to house them and some sweet toys 
:Training Ground (++ doctrines, + 1 logistics )
::Various military forces chose exotic and interesting locales to train their troops.
Col-7D) Political Crisis
:Never Waste a Good Crisis (+ 200 Wealth, + Morale)
:Perpetual Revolution (+100 PIP, +5,000 military)
:Regime Changed (+2 logistics, +5,000 military, - morale)
:Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP)
:Posthuman Involvement (+ 200 Dust, +100 CIP)
:Space Ethnic Homeland!  (+ 60 population, +100 Wealth, +100 applications, - relations)


Col-7E)  Natural Disaster
Col-7E)  Natural Disaster
:Posthuman Involvement (+ 200 Dust, + 200 CIP, -2,500 military)
:Giant Fucking Rock (+ 200 PIP, + 100 CIP, + Bruce Willis)
:A Plague On Both Your Houses (+20 Transgene, +20 Logistics, + 100 application, - 60 pop)
:Terraforming Breakdown (+ 100 PIP, + 100 CIP, + 100 Wealth)
:Supervolcano (+ 200 PIP, + 100 Wealth)
:Na'vi Attack (+200 Wealth, + 2,500 military)
:Na'vi Attack (+200 Wealth, + 2,500 military)


Line 363: Line 70:
:Stability!  (no modifiers)
:Stability!  (no modifiers)
::Some people emerged from the breakdown's economic chaos more or less where they started.
::Some people emerged from the breakdown's economic chaos more or less where they started.
:Reaganomics (+ 100 Wealth, - Debt)
::Massive tax cutting is an effective way to stimulate the economy, though it can lead to skyrocketing debt if care is not taken to ensure a balanced budget.
:Libertarian Rickroll (+ 100 Wealth, - Morale)
::The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
:Communist Manifesto (+ 100 PIP, - 100 Wealth)
::Economic troubles do strange things to people.  True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
:Economic Progression (+ 100 CIP, - 100 PIP)
::A natural progression seen time and time again, more educated nations move towards high-value, low-labour goods and import labour-intensive products from elsewhere.
:My Toaster Hit Singularity (+100 dust, - 100 CIP)
::Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
:DustPEC (+ 100 Wealth, - 100 Dust)
::Money probably not used to fund exhuman insurgents.
=====PACT Arm=====
Break-2)  Broken PACT
:Connection Never Dropped! (Go to Break-2B)
:Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - 100 CIP, Go to Break-2B)
:Cut Off (Go to Break-2C)
Break-2B)  Catapulted PACT Policies
:Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
:Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 applications)
:Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-2C)  Cut-Off PACT Policies
:Fire Upon The Deep (+100 PIP, +5 Logistics, +12,500 military)
:Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
:Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
:Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
=====EU Arm=====
Break-3)  Broken EU
:Connection Never Dropped! (Go to Break-3B)
:Road Repairs (+1 logistics, - 100 Wealth, Go to Break-3B)
:Cut Off (Go to Break-3C)
Break-3B)  Catapulted EU Policies
:Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
:Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
:Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-3C)  Cut-Off EU Policies
:Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
:Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
:Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
=====Chinese Arm=====
Break-4)  Broken Shanghai Consensus
:Russia is #1 On Catapults! (Go to Break-4B)
:Celestial Kingdom, Shattered (Go to Break-4C)
Break-4B)  Catapulted CIS Policies
:Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
:The Chinese are Coming - Probably (+ 200 PIP, +5 Logistics, + 15,000 Military, - 200 Wealth)
:Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-4C)  The New Taiwans
:Fire Upon The Deep (+ 100 CIP, +5 Logistics, + 12,500 military)
:The Chinese are Coming - Probably (+ 200 PIP, + 5 Logistics, + 15,000 Military, - 200 Wealth)
:Confucian Collapse (+ 60 Population, + 100 PIP, + 5 Logisics, + 12,500 military, - morale)
: The Phoenix Rises (+1 morale, +1 doctrines, +100 PIP, +4 Logistics, +12,500 military, -60 Pop)
:: From the ashes of devastating civil war, a new and powerful nation arises.
: Five-Year Plan (+100 PIP, +100 CIP, +5 Logistics, +10,000 Military, -1 Morale)
:: Hard decisions must be made to survive hard times. Oppression and autocracy are regrettable, but necessary. The dictator might even have stepped down after his presence was no longer necessary.
: The Dragon Dies Screaming (+1 Doctrines, +200 PIP, +4 Logistics +20,000 Military, -1 Morale, -200 Wealth, -2 Global Tech Level)
:: The government fought. The government lost. Others stepped in, but none of them had the power or the legitimacy to suppress opposition. And the corpse of the Chinese dragon laid there for decades before someone won the brutal succession wars and took charge.
:Exhuman Resurgence (+1 Doctrines, +12,500 Military, +5 Logistics, (+20 Transgene, +20 Transgenic Tech Level) OR +200 Supersoldier, -60 Pop, -100 Wealth)
::Various exhuman insurgencies were often emboldened by the breakdown. Some of them even won the fights they picked over the course of decades of grinding war.


=====United Nations=====
=====United Nations=====


Break-5) Collapse of the UN Civil Colonization Agency
Break-5) Collapse of the UN Civil Colonization Agency
:Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - morale, Go to Break-5B)
:Cut Off (Go to Break-5C)
:Cut Off (Go to Break-5C)
Break-5B)  Catapulted UN Policies
:Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
:Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
:Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
:Conflict Investment (+ 5 logistics, +15,000 military)


Break-5C)  Cut-Off UN Policies
Break-5C)  Cut-Off UN Policies
:Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
:Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
:Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
:Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
:Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)
=====Longshots=====
Break-6)  Longshots, Isolated Again
:Fire Upon The Deep (+ 100 CIP, +5 Logistics, +12,500 military)
:Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
:Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military)
:I'M BEING EATEN BY DRONES!  (+ 200 PIP, +4 Logistics, + 12,500 military)
:Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military)
:Refugees!  So Many Refugees!  (+ 120 Pop, + 200 PIP, + 200 Wealth, + 4 Logistics, + 5,000 military, - morale)
:Go Weird (+ 20 Transgene, +20 Transgenic Tech Level, + 100 CIP, +4 Logistics, 10,000 military)
:Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
:Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
:Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)
:Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)


Line 500: Line 103:
====Current Era====
====Current Era====
Cur-1)  The Business of Government<br>
Cur-1)  The Business of Government<br>
:Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military ''or'' +2,500 Stockpiles )
:Future Government (Freedom!) (+2 Morale, +100 AI application)


====Chaotic Events====
====Chaotic Events====
These represent events that are difficult to predict in any form of historical pattern and are not tied to any specific sequence of events.  Tentatively, any nation may chose ''one'' (just to keep things simple) to further customize their nation and represent particularly anomolous events in history.
:Reaganomics (+ 100 Wealth, - Debt)
::Massive tax cutting is an effective way to stimulate the economy, though it can lead to skyrocketing debt if care is not taken to ensure a balanced budget.
:Libertarian Rickroll (+ 100 Wealth, - Morale)
::The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
:Communist Manifesto (+ 100 PIP, - 100 Wealth)
::Economic troubles do strange things to people.  True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
:Economic Progression (+ 100 CIP, - 100 PIP)
::A natural progression seen time and time again, more educated nations move towards high-value, low-labour goods and import labour-intensive products from elsewhere.
:My Toaster Hit Singularity (+100 dust, - 100 CIP)
::Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
:DustPEC (+ 100 Wealth, - 100 Dust)
::Money probably not used to fund exhuman insurgents.
:Found Religion (+ Morale, - 100 Wealth)
:Found Religion (+ Morale, - 100 Wealth)
::Religion is the opiate of the masses.
::Religion is the opiate of the masses.
:Transgenes Go Back To Transgeneland! (+ Morale, - Transgene) - note:  must have at least + Transgene to start
 
::The excesses of organizations such as December 23 and Blue Cosmos can easily sway popular feelings against transgenes.
====Covert Route====
:Populism! (+ Morale, - everyone relations)
:Participatory Pancopticon (+5 Security, +50 wealth, only available to Multiparty Democracies or Future Governments, Societal Closure must be 0)
::It is not uncommon for political demagogues to label all those exterior as threats and dangers and use them as scapegoats for a nation's shortcomings.
::When everyone can observe anyone else, keeping a truly low profile becomes nigh-impossible and privacy the most valued treasure of all.
:Don't Touch That! (+ 2,500 Stockpiles, - Debt) - note: your +s stockpile cannot be removed by -s debt during nation creation
 
::Most nations keep a certain amount of strategic stockpiles for a rainy day.  Some are particularly dilligent at this.
====SP Expenditure====
:My Little Lacus (+ Transgene, - 2,500 Military)
:+120 CIP (15)
::The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
:+120 Dust (15)
:Relena's Rules (+ 100 Wealth, + 60 Pop, + Morale, - 5,000 Military, - Logistics, - pacifist)
:+15 Tech Indices (10)
::The Sanc Kingdom's legacy of total pacifism lives on.
:+30 Doctrines (15)
:Hippies Under The Bed (+ 60 Pop, - 2,500 military)
 
::Make Love, Not War!
===Totals===
:Revanche! (+ morale, - 2,500 military)
:+570 Population
::You lost last time, now to get even!
:+150 Wealth
:Bombed Flat And Angry About It (+ Morale, - 100 CIP)
:+1100 PIP
::Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
:+220 CIP
:Build It And They Will Come (+ 1 logistics, - 100 Wealth)
:+370 Dust
::Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
:+32,500 Military
:Ran Outta People (+ Computer application, - 60 Pop)
:+2,500 Infantry
::Some worlds ran into the hard limits of population or lack thereof.  As a result, they turned to robotics technologies, developing especially sophisticated techniques and machines.
:-10 Transgene
:Immoral Breakthrough (+ 100 application, - 60 Pop, - morale)
:+17 Morale
::Sometimes, sacrifices must be made for the greater good.
:+33 Doctrines
:Cut To The Bone (+ doctrines, - 2,500 military, - logistics)
:+1 Stockpiles
::In the aftermath of the ZOCU war and the resulting Treaty of Sirius, it was not uncommon for various combatants to drastically slash their militaries, retaining only the most skilled soldiers.
:+5 Logistics
:Development Hell (+ Techlevel, - application)
:+5 Security
::Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
:-1 All Relations
:The Weak Perish (+ doctrines, - 60 pop)
:League Tech Paradigm
::Disasters natural or man-made can force a certain toughness on the survivors.
:-2 GTL
:Kinderfaber Surprise! (+ drexlers, - fabers)
:+15 Tech Indices
::The underlying technology of fabers are universal nanofabricators.  More enterprising colonists have disassembled their fabers in order to 'grow' additional nanofabs.
:+100 Applications
:Swords to Plowshares (+ 100 PIP, - 2,500 military)
:+100 AI Applications
::''They will beat their swords into plowshares and their spears into pruning hooks.''
:Balls
:Plowshares to Swords (+ 2,500 military, - 100 PIP)
:-Debt
::''They will beat their plowshares into swords and their pruning hooks into spears.''
 
:Shoot the Scientists (+ 100 applications, - 2 Global Tech Level)
 
::. . . but keep the engineers.
3 Tech Levels
4 Doctrines
5 Secrets
5.1 Bonuses
5.2 Per Quarter
 
===Morale===
====Points, Bonuses====
====Purchases====
====Totals====

Latest revision as of 22:57, 18 March 2021

The Paths

Exploration Era

Exp-1) World Type

Hell World (Go to Exp-3)
Various reasons exist to land on hell worlds. Habitability is not one of them.

Exp-3) Hell World

Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
We've defeated everything this world could throw at us.

Exp-6) Precursor Relics

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.

Exp-7) Feral Drones

None (+ 60 population, + 100 Wealth)
Feral drones generally left G-type stars alone.

Exp-8) Posthuman Footsteps

Untouched (+20 SP, SP limit for options increased by +5)
I guess this was just a really boring star system.

Exp-9) Location

Backwater (+ 100 PIP)
Nice and quiet.

Colonization Era

Col-1) Axis Of Colonization

UN-Authorized (+2,500 military, + 30 Population, + 50 CIP, + 100 PIP, + 100 Dust, +10 SP, Go to Col-5)
  • Go to Col-7 afterwards for Local Affairs
United Nations

Col-5) United Nations Civil Colonization Agency

Outer Expanse (+ 120 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 1 logistics, + 20 Transgene)

Col-5B) UN Transgenic Relations

Our Blue And Pure World (+ 60 Pop, + 10 SP, -20 Transgene)

Col-5C) UN Managed Economics

People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)

Col-5D) UN Colonial Demographics Go to Col-6D, -6E, and -6F


Col-6D) Colonial Demographics

Idealists (+ morale)
Some decided to go to space to make their dreams of a better society come true.

Col-6E) Backing

Corporate Sponsorship (+100 Wealth)
Profit, not charity motivates your colonies backers

Col-6F) Colonists

Outer Haven (+2,500 military)
A world where the warrior will not be looked down upon!
Local Events

Col-7A) Local Affairs

Natural Disaster (+morale, go to Col-7E)
The fury of nature is not felt only on mother Gaia

Col-7E) Natural Disaster

Na'vi Attack (+200 Wealth, + 2,500 military)

Breakdown Era

Break-1) Economic Upsets

Stability! (no modifiers)
Some people emerged from the breakdown's economic chaos more or less where they started.
United Nations

Break-5) Collapse of the UN Civil Colonization Agency

Cut Off (Go to Break-5C)

Break-5C) Cut-Off UN Policies

Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)

War Era and Aftermath

War-1) Choose Your Side

Make My Own Bloc (+100 Wealth, + 10,000 military, + 300 PIP, +1 logistics, League Tech Paradigm, +5 morale, Go to War-7) *Must be UN or Longshot, negates Dust to Dust
The League

War-7A) League Politics

Ideological Purification (++ Morale, + 200 PIP, - 100 CIP, - relations)
We don't want anything to do with you heathens/backsliders/socialists/etc.... mostly.

War-7B) League Economies

Mao Mode (+ 2,500 military, + 100 PIP, + doctrines, + stockpiles, + morale, -100 CIP, - 2 Global Techlevel)
Back to basics. With stirring songs.

War-7C) League Military

Guts (+ 5,000 military, ++ doctrines, ++ morale)
You will die for the cause, and you're equipped to take others with you.

War-7D) A Solomic Peace (League)

Magnate War Orphans (+60 population, -2500 military)
The sad plight of these individuals will only be visited once the wounds of the war have became distant.

Current Era

Cur-1) The Business of Government

Future Government (Freedom!) (+2 Morale, +100 AI application)

Chaotic Events

Found Religion (+ Morale, - 100 Wealth)
Religion is the opiate of the masses.

Covert Route

Participatory Pancopticon (+5 Security, +50 wealth, only available to Multiparty Democracies or Future Governments, Societal Closure must be 0)
When everyone can observe anyone else, keeping a truly low profile becomes nigh-impossible and privacy the most valued treasure of all.

SP Expenditure

+120 CIP (15)
+120 Dust (15)
+15 Tech Indices (10)
+30 Doctrines (15)

Totals

+570 Population
+150 Wealth
+1100 PIP
+220 CIP
+370 Dust
+32,500 Military
+2,500 Infantry
-10 Transgene
+17 Morale
+33 Doctrines
+1 Stockpiles
+5 Logistics
+5 Security
-1 All Relations
League Tech Paradigm
-2 GTL
+15 Tech Indices
+100 Applications
+100 AI Applications
Balls
-Debt


3 Tech Levels 4 Doctrines 5 Secrets 5.1 Bonuses 5.2 Per Quarter

Morale

Points, Bonuses

Purchases

Totals