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Exploration Era
==Spectral and World information==
Exp-1) World Type
Mass 0.8980323206511268<br/>
Garden World (Go to Exp-5)
Luminosity 0.69<br/>
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.  
Spectral Type G6<br/>
Teff 5390.750078270114<br/>
Mean Density 1.637919063201708<br/>
Diameter 0.9135124595550858<br/>


Exp-5) Garden World
Planet Annual Period 1.7480186817695784<br/>
Cash Crop (+ 200 Wealth, + 100 PIP)
Planet Orbital Radius 1.4<br/>
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?
Star Luminosity at Planet 0.3520408163265306<br/>
Star's Apparent Size 0.6525088996822042<br/>


Exp-6) Precursor Relics
=='''History Path'''==
Extensive (+ 250 dust, - 50 PIP)
==='''Exploration Era'''===
A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.  
Exp-1) World Type<br/>
Garden World<br/>
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. <br/>
Exp-5) Garden World<br/>
Cash Crop (+200 Wealth, +100 PIP)<br/>
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? <br/>
Exp-6) Precursor Relics<br/>
Extensive (+250 dust, -50 PIP)<br/>
A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology. <br/>
Exp-7) Feral Drones<br/>
None (+60 population, +100 Wealth)<br/>
Feral drones generally left G-type stars alone. <br/>
Exp-8) Posthuman Footsteps<br/>
Honeypot (+100 Theta, +100 Fabers, +10 Transgene, -2,500 Military)<br/>
Welcome, meatbag, '''''to my Lair!'''''<br/>
Exp-9) Location<br/>
Routed (+10 SP)<br/>
Along a major arm.<br/>


Exp-7) Feral Drones
==='''Colonization Era'''===
None (+ 60 population, + 100 Wealth)
Col-1) Axis Of Colonization<br/>
Feral drones generally left G-type stars alone.  
Longshot (+2,500 military, +100 PIP, +100 CIP, +20 SP, +5 to SP limit go to Col-6)<br/>
Col-6) Leaving on a wormhole ship . . .<br/>
Outer Expanse (+60 population, +100 PIP, +50 CIP, + 100 Faber, +25 SP, +20 transgene)<br/>
Col-6B) Prides and Prejudices<br/>
New Freedoms (+20 Transgene)<br/>
Col-6C) Idealism, Meet Reality<br/>
Posthuman Guidance (+100 Theta, +300 fabers, +100 Wealth, +100 dust, +30 Population)<br/>
Congratulations! You '''''Passed''''' the test!<br/>
Col-6D) Colonial Demographics<br/>
Separatists (+2,500 military)<br/>
After thirty years of talk, they fled Earth to make a pure world...<br/>
Col-6E) Backing<br/>
Ragged Refugees (+100 PIP)<br/>
....although the cost was nearly ruinous to the loansharks who were fucked over. But who cared about those ''them''?<br/>
Col-6F) Colonists<br/>
Whoever we could get (+60 pop)<br/>
Any that had the retroviral modifications was taken. Many paid the exorbitant cost of the retroviral AND the cost of the ticket out via loans they never paid back. They were not missed.<br/>


Exp-8) Posthuman Footsteps
==='''Local Events'''<br/>===
Honeypot (+ 100 Theta, + 100 Fabers, + 10 Transgene, - 2,500 Military)
Col-7A) Local Affairs<br/>
Welcome, meatbag, to my [i][b]Lair![/i] [/b]
Political Crisis (+100 Wealth, go to Col-7D)<br/>
Political fighting became ruinous when they finally had real power to fight over.<br/>
Col-7D) Political Crisis<br/>
Space Ethnic Homeland! (+60 population, +100 Wealth, +100 applications, -relations)<br/>
Lesbians were permitted, and became a significant part of the population.<br/>


Exp-9) Location
==='''Breakdown Era'''<br/>===
Routed (+ 10 SP)
Break-1) Economic Upsets<br/>
Along a major arm.  
Communist Manifesto (+100 PIP, -100 Wealth)<br/>
Some that did not like Transfeminism (that being the lesbian immigrants) took to a new ideology - or at least a feminist version of one.


Colonization Era
==='''Longshots'''<br/>===
Col-1) Axis Of Colonization
Break-6) Longshots, Isolated Again<br/>
Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
Go Weird (+20 Transgene, +20T Transgenic Tech Level, + 100 CIP, +4Logistics, 10,000military)<br/>
* Go to Col-7 afterwards for Local Affairs
Still others fortified themselves in their labratories and got cracking to avoid the political storms outside, and built circuses to quiet the people and ships to quiet the military.<br/>


Col-6) Leaving on a wormhole ship . . .
==='''War Era and Aftermath'''<br/>===
Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
War-1) Choose Your Side<br/>
Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9)<br/>


Col-6B) Prides and Prejudices
==='''Independents'''<br/>===
New Freedoms (+ 20 Transgene)  
War-9A) Indie World Politics<br/>
Transhuman Supremacy (+200 CIP, +20 Transgene, +20 Transgene Tech Level, +Morale, -relations)<br/>
The Storm created a Whirlwind!<br/>
War-9B) Indie World Economics<br/>
Transhuman Resources (+20 transgene, +100 CIP, +100 applications, +2Global Techlevel, +10SP, SP limit increased by 5)<br/>
The Whirlwind gave a bountiful harvest to the researchers who began it.<br/>
War-9C) Indie World Military<br/>
Supertech Bullshit (+200 Dust, + 200 theta, More Details)<br/>
Because copying ZOCU seems like a good idea!<br/>


Col-6C) Idealism, Meet Reality
==='''Current Era'''===
Posthuman Guidance (+ 100 Theta, + 300 fabers, + 100 Wealth, +100 dust, + 30 Population)  
Cur-1) The Business of Government<br/>
Congratulations! You [i]Passed[/i] the test!
Future Government (+2 Morale, +20 Transgene) <br/>
After the Whirlwind those with mothers who blended both screeds remained on top. They inherited the revolution.<br/>


Col-6D) Colonial Demographics
==='''Chaotic Events'''===
Separatists (+2,500 military)
My Little Lacus (+Transgene, -2,500 Military)<br/>
After thirty years of talk, they fled Earth to make a pure world...
Unfortunate, but the proles got some strange ideas over time from other transhuman groups.<br/>


Col-6E) Backing
==='''Covert Route'''===
Ragged Refugees (+100 PIP)
X1) Covert abilities<br/>
....although the cost was nearly ruinous to the loansharks who were fucked over. But who cared about those [i]them[/i]?
The Greatest Firewall (+4 Secrecy, +2 Security, +1 Societal Closure, -1 Global Tech Level)<br/>
An open mind is like a fortress with its gates unlocked.


Col-6F) Colonists
===SP Expenditure===
Whoever we could get (+60 pop)
20 Tech Levels (↓)<br/>
Any that qualified and had the retroviral modifications was taken. Many paid the exhorbarent cost of the retroviral AND the cost of the ticket out via loans they never paid back. They were not missed.
30 PIP (140)<br/>
15 Doctrines (30)<br/>


Local Events
==='''''Totals'''''===
Col-7A) Local Affairs
250 Pop<br/>
Political Crisis (+ 100 Wealth, go to Col-7D)
590 Wealth<br/>
Political fighting became ruinous when they finally had real power to fight over.
600 Fabers<br/>
+450 PIP<br/>
+550 CIP<br/>
+550 Dust<br/>
+500 Theta<br/>
+17,500 Military<br/>
+200 Applications<br/>
+150 Transgene<br/>
+80.5 Transgene Tech Level<br/>
+65 SP<br/>
+10 to SP limit<br/>
+(30)Doctrines<br/>
++++++++Morale<br/>
++++Secrecy<br/>
++++Logistics<br/>
++Security<br/>
-Global Techlevel<br/>
--relations<br/>
Indie Tech Paradigm<br/>
More Details<br/>


Col-7D) Political Crisis
==Tech Levels==
Space Ethnic Homeland! (+ 60 population, +100 Wealth, +100 applications, - relations)  
Global Tech Level 17<br/>
Lesbians were permitted, and became a significant part of the population. Viva feminism!
Shipbuilding 19.5<br/>
0Aerospace Construction 17<br/>
Mecha Construction 17<br/>
Ground Vehicle Construction 19.5<br/>
Electrochemical Weapons 17<br/>
Railgun Weapons 17<br/>
Particle (Pulse-Beam) Weapons 21<br/>
Missiles 19.5<br/>
Propulsion (STL) 19.5<br/>
Materials 19.5<br/>
Stealth 19.5<br/>
Shields 21<br/>
Power 21<br/>
Electronics 21<br/>
AI 17<br/>
Transgenics 80.5 (2.5)<br/>
Cyberware/Supersoldier 17<br/>
Industrial/Mass Production 19.5<br/>
Catapult 19.5<br/>
Civilian 21<br/>


Breakdown Era
==Doctrines==
Break-1) Economic Upsets
Skirmish:5(12)<br/>
Communist Manifesto (+ 100 PIP, - 100 Wealth)
Skirmish doctrine puts the emphasis on fluid formations and maneuvers, letting it react more quickly and effectively to fast-paced situations. This makes it an effective choice for smaller, faster warships and is an optimal defense against aircraft or other fast attacks as the flexible formations can reorient quickly.<br/>
Some did not like how Feminism in it's raw state took to transpeople, so the original politicians took a huge pinch of Communism to counter and water down the Feminism.
Ramparts: 2(3)<br/>
The theory and practice involved with the defense of planets against hostile landings and the counterpoint of how to break those defenses became a vital component of the military establishment from the '60s onward as interstellar war became reality, not a possibility.<br/>
Electronic Warfare: 2(3)<br/>
Ever since WWII, electronic warfare has been a critical element of any warfighting effort. With cheap, portable electronics becoming ubiquitous in the 21st century and becoming integrated into essentially everything by the 22nd, situations where some element of electronic warfare cannot be applied are the exceptions, not the rule. While EWar cannot win a fight on its own, it provides an invaluable support function.<br/>
Recruitment: 2(3)<br/>
Recruitment is vital for any nation that plans war, as without a robust recruitment apparatus a nation will have great difficulty building its forces up effectively. Specifics TBD, but every point of recruitment will substantially increase the number of (ground) forces that a nation can build per quarter.<br/>
Reserves: 2(3)<br/>
Many nations retain reserve formations in case of wartime or other, less combative disasters. The reserves doctrine increases the speed at which reserves can be returned to active service and how many you can support. Specifics TBD.<br/>
Navigation: 2(3)<br/>
Jump navigation can be the difference between being in an advantageous position and being dropped upon. While not necessarily a war-winner, it can definately provide an initial advantage. Having skilled navigators is also useful for Rim exploration.<br/>


Longshots
==Secrets==
Break-6) Longshots, Isolated Again
Go Weird (+ 20 Transgene, +20 Transgenic Tech Level, + 100 CIP, +4 Logistics, 10,000 military)
Still others fortified themselves in their labratories and got cracking to avoid the political storms outside and built circuses to quiet the people and ships to quiet the military.


War Era and Aftermath
===Bonuses===
War-1) Choose Your Side
The Greatest Firewall (+4 Secrecy, +2 Security, +1 Societal Closure, -1 Global Tech Level)<br/>
Independence! (+ 10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9)
*Must be Broken Down factional, any UN or Longshot, negates Dust to Dust


Independents
===Per Quarter===
War-9A) Indie World Politics
+6 Societal Closure=150<br/>
Transhuman Supremacy (+ 200 CIP, + 20 Transgene, +20 Transgene Tech Level, + Morale, - relations)
+4 Secrecy=40<br/>
The Storm created a Whirlwind!


War-9B) Indie World Economics
8pts; 400 Theta<br/>
Transhuman Resources (+ 20 transgene, + 100 CIP, + 100 applications, +2 Global Techlevel, + 10 SP, SP limit increased by 5)
12pts: 600 Fabbers<br/>
The Whirlwind gave a bountiful harvest to the researchers who began it.


War-9C) Indie World Military
==Morale==
Supertech Bullshit (+200 Dust, + 200 theta, More Details)
===Points, Bonuses===
Because copying ZOCU seems like a good idea!
+8 Morale<br/>
Future Government (Organization): +3 Public Order, +3 Societal Closure<br/>
Transhuman Supremacy: +2 Military Discipline, +2 Societal Closure, -2 Diplomacy<br/>


Current Era
===Purchases===
Cur-1) The Business of Government
-2 Diplomacy+2<br/>
Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene Tech Level)  
+3 Public Order+2<br/>
After the Whirlwind those with mothers who blended both screeds remained on top. They inherited the revolution.
+2 Discipline+4<br/>
+6 Societial Closure (One from Secret Path)<br/>


Chaotic Events
===Totals===
My Little Lacus (+ Transgene, - 2,500 Military)
+6 Discipline: The best of the best, sir! <br/>
Unfornaute the proles got some strange ideas over time from other transhuman groups.
+5 Public Order: Eh. <br/>
+6 Societial Closure: Paranoia is no longer an unhealthy mental condition, but the norm. <br/>
0 Diplomacy: Space Norks... <br/>
0 Taxes:    ...with a Greek Tax System. <br/>




250 Pop


552 Wealth (+52 from tg pts)


600 Fabers
==Genetic Templates==


+450 PIP
The Elite ('>10%': x1 87-73=14pts)


+550 CIP
The Elite are futanari and a number of women who have the genetics to be part of the ruling elite. Those women who are part of this class will mostly be married, although they can only marry a transwoman. (If they marry female, they will both lose this elevated rank, and become parts of the Inner Party, with a loss of privledge.)


+550 Dust
To get around this, one or both women will try to find a transwoman with a harem, and join it as favored. If only one joined as favored, she will have to convince her husband to marry the other woman into the harem. (Even if she's not 'favored'.) This can and does go awry, and many stories exist despite how the ruling futanari disdain these stories, where one woman left outside a harem is married by another transwoman and the two are seperated. If they choose to be married to one another directly, both can be expected to be reduced to being part of the Inner Party, if both are disowned by their families they become part of The Masses even if they have advanced abilities, with upward mobility only possible if they join the military. No matter their orientation, those who are former military if they retire with honors are made part of the Elite. This was long ago a concession to console the masses.


+500 Theta
Women can be 'elevated' and perhaps given the retroviral treatments to become genetically part of the Elite by being married to a futanari, or by being married into a harem by a futanari - no matter whom instigated the marriage. (Which can only be done by somebody able to change the mind of the husband.) Harems do cost money, and are only done by those who have the money - although they are a status symbol and preferred by the wealthy as they can be shown off in groups. The military also for army soliders upgrades it's soliders to the 'elite' genotype. (Another way of becoming a elite is to join the military.)


+20,000 Military
21 +3 Int<br/>
18 +3 Soc<br/>
18 +3 Phys<br/>
18 +3 React<br/>
12 +4 App<br/>


+200 Applications
The Masses ('>90%': x4 160-60=87pts)<br/>
 
14 +2 Int<br/>
+130 Transgene (-60 pts per template)
14 +2 React<br/>
 
6 +1 Phys<br/>
+60 Transgene Tech Level
6 +2 App<br/>
 
+65 SP
 
+10 to SP limit
 
++++++Morale
 
++++Logistics
 
++Global Techlevel
 
--relations
 
Indie Tech Paradigm
 
More Details
 
The Elite ('>10%': x1 -60 =??pts)
 
The Elite are transwomen and a number of women who have the genetics to be part of the ruling elite. Those women who are part of this class will mostly be married, although they can only marry a transwoman. (If they marry female, they will both lose this elevated rank, and become parts of the Inner Party, with a loss of privledge.) To get around this, one or both women will try to find a transwoman with a harem, and join it as favored. If only one joined as favored, she will have to convince her husband to marry the other woman into the harem. (Even if she's not 'favored'.) This can and does go awry, and many stories exist despite how the ruling transwomen disdain these stories, where one woman left outside a harem is married by another transwoman and the two are seperated. If they choose to be married to one another directly, both can be expected to be reduced to being part of the Inner Party, if both are disowned by their families they become part of The Masses even if they have advanced abilities, with upward mobility only possible if they join the military. No matter their orientation, those who are former military if they retire with honors are made part of the Elite. This was long ago a concession to console the masses.
 
Women can be 'elevated' and perhaps given the retroviral treatments to become genetically part of the Elite by being married to a transwoman, or by being married into a harem by a transwoman - no matter whom instigated the marriage. (Which can only be done by somebody able to change the mind of the husband.) Harems do cost money, and are only done by those who have the money - although they are a status symbol and preferred by the wealthy as they can be shown off in groups. The military also for army soliders upgrades it's soliders to the 'elite' genotype. (Another way of becoming a elite, join the military and be upgraded.)
 
+? Int
 
+? Soc
 
+? Phys
 
+? React
 
+? App
 
The Masses ('>90%': x4 -60 =???pts)
 
+? Int
 
+? Soc
 
+? App

Latest revision as of 23:35, 18 July 2024

Spectral and World information

Mass 0.8980323206511268
Luminosity 0.69
Spectral Type G6
Teff 5390.750078270114
Mean Density 1.637919063201708
Diameter 0.9135124595550858

Planet Annual Period 1.7480186817695784
Planet Orbital Radius 1.4
Star Luminosity at Planet 0.3520408163265306
Star's Apparent Size 0.6525088996822042

History Path

Exploration Era

Exp-1) World Type
Garden World
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-5) Garden World
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?
Exp-6) Precursor Relics
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
None (+60 population, +100 Wealth)
Feral drones generally left G-type stars alone.
Exp-8) Posthuman Footsteps
Honeypot (+100 Theta, +100 Fabers, +10 Transgene, -2,500 Military)
Welcome, meatbag, to my Lair!
Exp-9) Location
Routed (+10 SP)
Along a major arm.

Colonization Era

Col-1) Axis Of Colonization
Longshot (+2,500 military, +100 PIP, +100 CIP, +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . .
Outer Expanse (+60 population, +100 PIP, +50 CIP, + 100 Faber, +25 SP, +20 transgene)
Col-6B) Prides and Prejudices
New Freedoms (+20 Transgene)
Col-6C) Idealism, Meet Reality
Posthuman Guidance (+100 Theta, +300 fabers, +100 Wealth, +100 dust, +30 Population)
Congratulations! You Passed the test!
Col-6D) Colonial Demographics
Separatists (+2,500 military)
After thirty years of talk, they fled Earth to make a pure world...
Col-6E) Backing
Ragged Refugees (+100 PIP)
....although the cost was nearly ruinous to the loansharks who were fucked over. But who cared about those them?
Col-6F) Colonists
Whoever we could get (+60 pop)
Any that had the retroviral modifications was taken. Many paid the exorbitant cost of the retroviral AND the cost of the ticket out via loans they never paid back. They were not missed.

Local Events

Col-7A) Local Affairs
Political Crisis (+100 Wealth, go to Col-7D)
Political fighting became ruinous when they finally had real power to fight over.
Col-7D) Political Crisis
Space Ethnic Homeland! (+60 population, +100 Wealth, +100 applications, -relations)
Lesbians were permitted, and became a significant part of the population.

Breakdown Era

Break-1) Economic Upsets
Communist Manifesto (+100 PIP, -100 Wealth)
Some that did not like Transfeminism (that being the lesbian immigrants) took to a new ideology - or at least a feminist version of one.

Longshots

Break-6) Longshots, Isolated Again
Go Weird (+20 Transgene, +20T Transgenic Tech Level, + 100 CIP, +4Logistics, 10,000military)
Still others fortified themselves in their labratories and got cracking to avoid the political storms outside, and built circuses to quiet the people and ships to quiet the military.

War Era and Aftermath

War-1) Choose Your Side
Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9)

Independents

War-9A) Indie World Politics
Transhuman Supremacy (+200 CIP, +20 Transgene, +20 Transgene Tech Level, +Morale, -relations)
The Storm created a Whirlwind!
War-9B) Indie World Economics
Transhuman Resources (+20 transgene, +100 CIP, +100 applications, +2Global Techlevel, +10SP, SP limit increased by 5)
The Whirlwind gave a bountiful harvest to the researchers who began it.
War-9C) Indie World Military
Supertech Bullshit (+200 Dust, + 200 theta, More Details)
Because copying ZOCU seems like a good idea!

Current Era

Cur-1) The Business of Government
Future Government (+2 Morale, +20 Transgene)
After the Whirlwind those with mothers who blended both screeds remained on top. They inherited the revolution.

Chaotic Events

My Little Lacus (+Transgene, -2,500 Military)
Unfortunate, but the proles got some strange ideas over time from other transhuman groups.

Covert Route

X1) Covert abilities
The Greatest Firewall (+4 Secrecy, +2 Security, +1 Societal Closure, -1 Global Tech Level)
An open mind is like a fortress with its gates unlocked.

SP Expenditure

20 Tech Levels (↓)
30 PIP (140)
15 Doctrines (30)

Totals

250 Pop
590 Wealth
600 Fabers
+450 PIP
+550 CIP
+550 Dust
+500 Theta
+17,500 Military
+200 Applications
+150 Transgene
+80.5 Transgene Tech Level
+65 SP
+10 to SP limit
+(30)Doctrines
++++++++Morale
++++Secrecy
++++Logistics
++Security
-Global Techlevel
--relations
Indie Tech Paradigm
More Details

Tech Levels

Global Tech Level 17
Shipbuilding 19.5
0Aerospace Construction 17
Mecha Construction 17
Ground Vehicle Construction 19.5
Electrochemical Weapons 17
Railgun Weapons 17
Particle (Pulse-Beam) Weapons 21
Missiles 19.5
Propulsion (STL) 19.5
Materials 19.5
Stealth 19.5
Shields 21
Power 21
Electronics 21
AI 17
Transgenics 80.5 (2.5)
Cyberware/Supersoldier 17
Industrial/Mass Production 19.5
Catapult 19.5
Civilian 21

Doctrines

Skirmish:5(12)
Skirmish doctrine puts the emphasis on fluid formations and maneuvers, letting it react more quickly and effectively to fast-paced situations. This makes it an effective choice for smaller, faster warships and is an optimal defense against aircraft or other fast attacks as the flexible formations can reorient quickly.
Ramparts: 2(3)
The theory and practice involved with the defense of planets against hostile landings and the counterpoint of how to break those defenses became a vital component of the military establishment from the '60s onward as interstellar war became reality, not a possibility.
Electronic Warfare: 2(3)
Ever since WWII, electronic warfare has been a critical element of any warfighting effort. With cheap, portable electronics becoming ubiquitous in the 21st century and becoming integrated into essentially everything by the 22nd, situations where some element of electronic warfare cannot be applied are the exceptions, not the rule. While EWar cannot win a fight on its own, it provides an invaluable support function.
Recruitment: 2(3)
Recruitment is vital for any nation that plans war, as without a robust recruitment apparatus a nation will have great difficulty building its forces up effectively. Specifics TBD, but every point of recruitment will substantially increase the number of (ground) forces that a nation can build per quarter.
Reserves: 2(3)
Many nations retain reserve formations in case of wartime or other, less combative disasters. The reserves doctrine increases the speed at which reserves can be returned to active service and how many you can support. Specifics TBD.
Navigation: 2(3)
Jump navigation can be the difference between being in an advantageous position and being dropped upon. While not necessarily a war-winner, it can definately provide an initial advantage. Having skilled navigators is also useful for Rim exploration.

Secrets

Bonuses

The Greatest Firewall (+4 Secrecy, +2 Security, +1 Societal Closure, -1 Global Tech Level)

Per Quarter

+6 Societal Closure=150
+4 Secrecy=40

8pts; 400 Theta
12pts: 600 Fabbers

Morale

Points, Bonuses

+8 Morale
Future Government (Organization): +3 Public Order, +3 Societal Closure
Transhuman Supremacy: +2 Military Discipline, +2 Societal Closure, -2 Diplomacy

Purchases

-2 Diplomacy+2
+3 Public Order+2
+2 Discipline+4
+6 Societial Closure (One from Secret Path)

Totals

+6 Discipline: The best of the best, sir!
+5 Public Order: Eh.
+6 Societial Closure: Paranoia is no longer an unhealthy mental condition, but the norm.
0 Diplomacy: Space Norks...
0 Taxes: ...with a Greek Tax System.



Genetic Templates

The Elite ('>10%': x1 87-73=14pts)

The Elite are futanari and a number of women who have the genetics to be part of the ruling elite. Those women who are part of this class will mostly be married, although they can only marry a transwoman. (If they marry female, they will both lose this elevated rank, and become parts of the Inner Party, with a loss of privledge.)

To get around this, one or both women will try to find a transwoman with a harem, and join it as favored. If only one joined as favored, she will have to convince her husband to marry the other woman into the harem. (Even if she's not 'favored'.) This can and does go awry, and many stories exist despite how the ruling futanari disdain these stories, where one woman left outside a harem is married by another transwoman and the two are seperated. If they choose to be married to one another directly, both can be expected to be reduced to being part of the Inner Party, if both are disowned by their families they become part of The Masses even if they have advanced abilities, with upward mobility only possible if they join the military. No matter their orientation, those who are former military if they retire with honors are made part of the Elite. This was long ago a concession to console the masses.

Women can be 'elevated' and perhaps given the retroviral treatments to become genetically part of the Elite by being married to a futanari, or by being married into a harem by a futanari - no matter whom instigated the marriage. (Which can only be done by somebody able to change the mind of the husband.) Harems do cost money, and are only done by those who have the money - although they are a status symbol and preferred by the wealthy as they can be shown off in groups. The military also for army soliders upgrades it's soliders to the 'elite' genotype. (Another way of becoming a elite is to join the military.)

21 +3 Int
18 +3 Soc
18 +3 Phys
18 +3 React
12 +4 App

The Masses ('>90%': x4 160-60=87pts)
14 +2 Int
14 +2 React
6 +1 Phys
6 +2 App