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::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.
::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.
Exp-4)  Terraformable World
Exp-4)  Terraformable World
*May not choose 'Extensive' in  Feral Drones.
:Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP)
:Terraforming Failure (Defensible, + 300 PIP, +3,750 military, -30 pop, -1 morale)
::Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.
::The worst-case scenario is a chaotic destabilization of the planet's climate, often making things ''worse'' than when they started.
Exp-6)  Precursor Relics
Exp-6)  Precursor Relics
:Extensive (+ 250 dust, - 50 PIP)
:Limited (+ 150 dust, + 5 SP)
::A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.
::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
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.
Exp-8)  Posthuman Footsteps
Exp-8)  Posthuman Footsteps
:Observation Posts (+ 100 CIP, + 10 SP, SP limit for options increased by +5)
:Untouched (+20 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.
::I guess this was just a really boring star system.
Exp-9)  Location
Exp-9)  Location
:Hub (+ 60 Population)
:Routed (+ 10 SP)
::What it says on the tin.
::Along a major arm.


====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)  
:Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
*Go to Col-7 afterwards for Local Affairs
*Go to Col-7 afterwards for Local Affairs


=====PACT Arm=====
=====Longshots=====
Col-2PACT Colonization Authority
Col-6Leaving on a wormhole ship . . .
:Outer Expanse (+ 120 Population, + 100 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 20 Transgene)
:Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-2BPACT Transgenic Relations
Col-6BPrides and Prejudices
:New Freedoms (+ 20 Transgene)
:No Thank You!  (+ 60 Pop, + 10 SP, -20 Transgene)
Col-2CPACT Colonial Economics
Col-6CIdealism, Meet Reality
:Research Lab (+ 100 CIP, +200 Dust, + 200 applications, + 200 Wealth)
:Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
Col-2DPACT actions during the Eridanus Campaign
Col-6DColonial Demographics
:Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
:Fortune Seekers (+100 Wealth)
::And some decided to go to space to get rich
Col-6E) Backing
:Civilian Government Sponsored (+ 60 Pop)
::A government backed your effort to move into space
Col-6F) Colonists
:Specialists (+100 CIP)
::Some colonies were very picky about their selection, bringing only the best


=====Local Events=====
=====Local Events=====
Col-7A)  Local Affairs
Col-7A)  Local Affairs
:Natural Disaster (+ morale, go to Col-7E)
:Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
::The fury of nature is not felt only on mother Gaia
::Nothing like happiness and prosperity to keep a government stable
Col-7E)  Natural Disaster
:Giant Fucking Rock (+ 200 PIP, + 100 CIP, + Bruce Willis)


====Breakdown Era====
====Breakdown Era====
:DustPEC (+ 100 Wealth, - 100 Dust)
Break-1)  Economic Upsets
::Money probably not used to fund exhuman insurgents.
: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.


=====PACT Arm=====
=====Longshots=====
Break-2Broken PACT
Break-6Longshots, Isolated Again
:Cut Off (Go to Break-2C)
:Refugees!  So Many Refugees!  (+120 Pop, +200 PIP, +200 Wealth, +4 Logistics, +5,000 military, -morale)
Break-2CCut-Off PACT Policies
 
:Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
====War Era and Aftermath====
War-1)  Choose Your Side
: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=====
War-9A)  Indie World Politics
:Take a Third Option (+200 Wealth, +1 logistics, +Relations with secondary powers)
::Core? ZOCU?  Nay!  We choose otherwise!
War-9B)  Indie World Economics
:Regional Hub (+ 300 wealth, + 60 pop, + 100 CIP)
::Worlds with good positions can reap the rewards, accumulating wealth and prestige.
War-9C) Indie World Military
:The Fleet does the Flying (+ 5,000 military, + 1 logistics, + 100 PIP, + fleet doctrines, + ship application)
::A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary.


====Current Era====
====Current Era====
Cur-1)  The Business of Government<br>
Cur-1)  The Business of Government<br>
:Multiparty Democracy (+1 Morale, + 100 application (common), + 100 Wealth)
:Corporate Direction (+100 Wealth, +100 CIP, +100 Dust.)


====Chaotic Events====
====Chaotic Events====
:The Weak Perish (+ doctrines, - 60 pop)
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.
::Disasters natural or man-made can force a certain toughness on the survivors.
 
: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.
 
====Covert abilities====
:Rent-a-Cops (+2 Security, +30 SP, -2 Societal Closure)
::Some people don't have anything to hide and few enemies who'd look for secrets anyhow. All they need is a night watchman.
 
====Totals====
510 Population<br/>
1600 Wealth<br/>
650 PIP<br/>
600 CIP<br/>
250 Dust<br/>
+120 SP<br/>
+10 to SP limit<br/>
+17,500 military<br/>
++Security<br/>
--Societal Closure<br/>
+++++morale<br/>
++++++logistics<br/>
+Relations with secondary powers<br/>
+fleet doctrines<br/>
+ship application<br/>
 
==SP Expenditure==
61 Transgene (↓)<br/>
 
Population ('>90%': x4 122pts)<br/>
+3 Int, +3 App<br/>
While appearing just as beautiful as the genetic elites from Tetyis, the people of New Israel are made up of male and female gendered citizens. (Although this is propaganda at best, as any genetic elite will tell you while trying not to look to carefully at you.)<br/>

Latest revision as of 13:55, 15 March 2021

The Paths

Starting Amounts

Nothing! All paths will add up to the equivalent total.

Exploration Era

Exp-1) World Type

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.

Exp-4) Terraformable World

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.

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

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)
  • Go to Col-7 afterwards for Local Affairs
Longshots

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

No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)

Col-6C) Idealism, Meet Reality

Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)

Col-6D) Colonial Demographics

Fortune Seekers (+100 Wealth)
And some decided to go to space to get rich

Col-6E) Backing

Civilian Government Sponsored (+ 60 Pop)
A government backed your effort to move into space

Col-6F) Colonists

Specialists (+100 CIP)
Some colonies were very picky about their selection, bringing only the best
Local Events

Col-7A) Local Affairs

Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
Nothing like happiness and prosperity to keep a government stable

Breakdown Era

Break-1) Economic Upsets

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.
Longshots

Break-6) Longshots, Isolated Again

Refugees! So Many Refugees! (+120 Pop, +200 PIP, +200 Wealth, +4 Logistics, +5,000 military, -morale)

War Era and Aftermath

War-1) Choose Your Side

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

War-9A) Indie World Politics

Take a Third Option (+200 Wealth, +1 logistics, +Relations with secondary powers)
Core? ZOCU? Nay! We choose otherwise!

War-9B) Indie World Economics

Regional Hub (+ 300 wealth, + 60 pop, + 100 CIP)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.

War-9C) Indie World Military

The Fleet does the Flying (+ 5,000 military, + 1 logistics, + 100 PIP, + fleet doctrines, + ship application)
A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary.

Current Era

Cur-1) The Business of Government

Corporate Direction (+100 Wealth, +100 CIP, +100 Dust.)

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.

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.

Covert abilities

Rent-a-Cops (+2 Security, +30 SP, -2 Societal Closure)
Some people don't have anything to hide and few enemies who'd look for secrets anyhow. All they need is a night watchman.

Totals

510 Population
1600 Wealth
650 PIP
600 CIP
250 Dust
+120 SP
+10 to SP limit
+17,500 military
++Security
--Societal Closure
+++++morale
++++++logistics
+Relations with secondary powers
+fleet doctrines
+ship application

SP Expenditure

61 Transgene (↓)

Population ('>90%': x4 122pts)
+3 Int, +3 App
While appearing just as beautiful as the genetic elites from Tetyis, the people of New Israel are made up of male and female gendered citizens. (Although this is propaganda at best, as any genetic elite will tell you while trying not to look to carefully at you.)