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[[Heaven's Wake]]
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==
==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. <br>
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. <br>
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:Rank 3 (5 points):  A fairly typical midsized nation, high tens of millions.  Adds +1 to Infrastructure and Military.
: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 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.  Space-China. High hundreds of millions.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to transhumanism above rank 1 and -2 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'''<br>
'''Transhumanism'''<br>
:Rank 0 (0 point): Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’ if generally healthier, fitter and perhaps smarter than 20th century humans. All of humanity is at this level, due to the social programs of the 21st century. Most people at this category live well into their late 1st century.
: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):   Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques. Truly superior specimens are becoming the norm.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated..
: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): ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable.
: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): You are in many ways barely human. Massive cybernetics and genetic enhancements, melding the human body with exotic nanosymbiots or phase imaging polymers, or downloading your entire population smart matter entities comes under this level (depending on tech level). Add +1 Apex Technology but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 2 or less.
: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'''<br>
'''Infrastructure'''<br>
:Rank 0 (0 points): Well, you could probably ''rearm'' a warship . . .  Construction Rating 20, max size 4
:Rank 0 (0 points): Industry Rating 20
:Rank 1 (1 point):  Construction Rating 30, max size 6
:Rank 1 (1 point):  Industry Rating 30
:Rank 2 (2 points): Construction Rating 40, max size 10
:Rank 2 (2 points): Industry Rating 40
:Rank 3 (3 points): Construction Rating 50, max size 15
:Rank 3 (3 points): Industry Rating 50
:Rank 4 (4 points): Construction Rating 60, max size 40
:Rank 4 (4 points): Industry Rating 60
:Rank 5 (5 points): Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 100
:Rank 5 (5 points): Industry rating 70
:Every additional Rank of Infrastructure adds 5 to the Construction Rating
:Every additional Rank of Infrastructure adds 5 to the Industry Rating
 
'''Growth Potential'''<br>
:Rank 0 (0 points):  Overcrowding and resource shortages are chronic; you need relief and now!
:Rank 1 (1 point):  Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
:Rank 2 (2 points): You have room to grow, but not much
:Rank 3 (3 points): Most of your resources have been set up to be exploited but you haven't even begun to do so yet.
:Rank 4 (4 points): So many natural resources you're probably selling them to people.
:Rank 5 (5 points):  The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.


'''Military Support'''<br>
'''Military Support'''<br>
:Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
:Rank 0 (0 points): 100 support points
:Rank 1 (1 point):  300 support points
:Rank 1 (1 point):  300 support points
:Rank 2 (2 points):  450 support points
:Rank 2 (2 points):  450 support points
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:Rank 4 (4 points):  700 support points
:Rank 4 (4 points):  700 support points
:Rank 5 (5 points):  800 support points
:Rank 5 (5 points):  800 support points
:Every Rank past 5 adds +100 fleet points
:Every Rank past 5 adds +100 support points


'''Military'''<br>
'''Military'''<br>
:Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
:Rank 0 (0 points): Small force. 75 military points
:Rank 1 (1 point):  200 military points
:Rank 1 (1 point):  200 military points
:Rank 2 (2 points):  350 military points
:Rank 2 (2 points):  350 military points
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:Rank 4 (6 points):  Your leaders routinely expect to get there way through diplomatic channels.
:Rank 4 (6 points):  Your leaders routinely expect to get there way through diplomatic channels.


'''Espionage'''<br>
'''Espionage and Security'''<br>
:Rank 1 (1 point):  Typical hypercorp security measures.
This covers both your foreign domestic intelligence and security appartus
:Rank 2 (2 points):  Run of the mill intelligence apparatus.
:Rank 1 (1 point):  Underfunded
:Rank 3 (4 points):  Many Bothans died to bring us this information.
:Rank 2 (2 points):  Typical Intelligence Organisation.
:Rank 4 (6 points):  Sure, I can get the information you want chummer. Got the nuyen?
:Rank 3 (4 points):  Highly funded
:Rank 4 (6 points):  Over-funded organisation, SHIELD would be at this level.


'''General Advancement'''<br>
'''General Advancement'''<br>
:Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the norm.  Major powers that have low technology like this almost certainly compensate with an assload of industry.
: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>
The legacy of posthumanity, Apex technology is typically far beyond understanding, violating basic physics.
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 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 designs
: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 Techs
: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 technologies
: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 technologies and one rare.
:Rank 4 (6 points): At this level you surely must possess dedicated Apex Agency, three uncommon blueprints and one rare.
 


'''Assember Gate Production'''<br>
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


'''Apex Production'''
'''Transport Gate Network'''<br>
:Rank 0 (0 points): 25 Apex production points,
Transport Gates are the highways of modern civilization, they are the wormholes that link together planets, moons and star systems.
:Rank 1 (1 points): 50 Apex production points
: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 2 (2 points): 75 Apex production points
: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 3 (3 points): 100 Apex production points
:Rank 2 (2 points): Good network, most population zones are connected and you have several interstellar gates.
:Rank 4 (4 points): 125 Apex production points
: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

Latest revision as of 12:41, 27 September 2015

Heaven's Wake

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