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=The Paths= | =The Paths= | ||
==Exploration Era== | ==Exploration Era== | ||
Exp-1) World Type<br/> | |||
Hell World (Go to Exp-3)<br/> | |||
Various reasons exist to land on hell worlds. Habitability is not one of them. | |||
Exp-3) Hell World<br/> | |||
Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)<br/> | |||
We've defeated everything this world could throw at us. | |||
Exp-6) Precursor Relics<br/> | |||
Limited (+ 150 dust, + 5 SP)<br/> | |||
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<br/> | |||
None (+60 population, +100 Wealth)<br/> | |||
Feral drones generally left G-type stars alone. | |||
Exp-8) Posthuman Footsteps<br/> | |||
Untouched (+20 SP, SP limit for options increased by +5)<br/> | |||
I guess this was just a really boring star system. | |||
Exp-9) Location<br/> | |||
Backwater (+ 100 PIP)<br/> | |||
Nice and quiet. | |||
==Colonization Era== | ==Colonization Era== | ||
Col-1) Axis Of Colonization<br/> | |||
Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6) | |||
===Longshots=== | ===Longshots=== | ||
Col-6) Leaving on a wormhole ship . . .<br/> | |||
Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene) | |||
Col-6B) Prides and Prejudices<br/> | |||
No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene) | |||
Col-6C) Idealism, Meet Reality<br/> | |||
Pod People (+180 Population, + 300 Wealth, + 100 CIP) | |||
Col-6D) Colonial Demographics<br/> | |||
Pioneers (+100 PIP)<br/> | |||
Some decided to go to space because it was there. | |||
Col-6E) Backing<br/> | |||
Civilian Government Sponsored (+60 Pop)<br/> | |||
A government backed your effort to move into space. | |||
Col-6F) Colonists<br/> | |||
Whoever we could get (+60 pop)<br/> | |||
Lowering the bar sure did supply a lot of applicants though. | |||
===Local Events=== | ===Local Events=== | ||
Col-7A) Local Affairs<br/> | |||
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)<br/> | |||
Nothing like happiness and prosperity to keep a government stable. | |||
==Breakdown Era== | ==Breakdown Era== | ||
Break-1) Economic Upsets<br/> | |||
Stability! (no modifiers)<br/> | |||
Some people emerged from the breakdown's economic chaos more or less where they started. | |||
===Longshots=== | ===Longshots=== | ||
Break-6) Longshots, Isolated Again<br/> | |||
Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military) | |||
==War Era and Aftermath== | ==War Era and Aftermath== | ||
War-1) Choose Your Side<br/> | |||
Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) | |||
===Independents=== | ===Independents=== | ||
War-9A) Indie World Politics<br/> | |||
Phezzan (+100 Wealth, +Intelligence, +Secrets, +Infiltration, +all relations, -military)<br/> | |||
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones. | |||
War-9B) Indie World Economics<br/> | |||
Crash Industrialization (+200 CIP, +100 Wealth, +300 PIP, -debt)<br/> | |||
The biggest make-work project in the history of ever. | |||
War-9C) Indie World Military<br/> | |||
The Fleet does the Flying (+5,000 military, +1 logistics, +100 PIP, +fleet doctrines, +ship application)<br/> | |||
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/> | |||
Multiparty Democracy (+1 Morale, +100 application (common), +100 CIP) | |||
==Chaotic Events== | ==Chaotic Events== | ||
Hippies Under The Bed (+60 Pop, -2,500 military)<br/> | |||
Make Love, Not War! | |||
==Covert abilities== | ==Covert abilities== | ||
==Totals= | Participatory Pancopticon (+5 Security, +50 wealth, only available to Multiparty Democracies or Future Governments, Societal Closure must be 0)<br/> | ||
When everyone can observe anyone else, keeping a truly low profile becomes nigh-impossible and privacy the most valued treasure of all. | |||
==Totals= | |||
+660 Population<br/> | |||
+850 Wealth<br/> | |||
+900 PIP<br/> | |||
+550 CIP<br/> | |||
+150 Dust<br/> | |||
+100 Faber<br/> | |||
+22,500 Military<br/> | |||
+2,500 Infantry<br/> | |||
+7 Morale<br/> | |||
+7 Logistics<br/> | |||
+1 Intelligence<br/> | |||
+1 Secrets<br/> | |||
+5 Security<br/> | |||
+1 Infiltration<br/> | |||
+1 All Relations<br/> | |||
+90 SP<br/> | |||
Limit of 30 on options<br/> | |||
+fleet doctrines<br/> | |||
+ship application<br/> | |||
+100 application (common)<br/> | |||
-Debt<br/> | |||
=Tech Levels= | =Tech Levels= | ||
=Doctrines= | =Doctrines= |
Latest revision as of 18:12, 16 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
Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
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
Pod People (+180 Population, + 300 Wealth, + 100 CIP)
Col-6D) Colonial Demographics
Pioneers (+100 PIP)
Some decided to go to space because it was there.
Col-6E) Backing
Civilian Government Sponsored (+60 Pop)
A government backed your effort to move into space.
Col-6F) Colonists
Whoever we could get (+60 pop)
Lowering the bar sure did supply a lot of applicants though.
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
Stability! (no modifiers)
Some people emerged from the breakdown's economic chaos more or less where they started.
Longshots
Break-6) Longshots, Isolated Again
Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 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
Phezzan (+100 Wealth, +Intelligence, +Secrets, +Infiltration, +all relations, -military)
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones.
War-9B) Indie World Economics
Crash Industrialization (+200 CIP, +100 Wealth, +300 PIP, -debt)
The biggest make-work project in the history of ever.
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
Multiparty Democracy (+1 Morale, +100 application (common), +100 CIP)
Chaotic Events
Hippies Under The Bed (+60 Pop, -2,500 military)
Make Love, Not War!
Covert abilities
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.
=Totals
+660 Population
+850 Wealth
+900 PIP
+550 CIP
+150 Dust
+100 Faber
+22,500 Military
+2,500 Infantry
+7 Morale
+7 Logistics
+1 Intelligence
+1 Secrets
+5 Security
+1 Infiltration
+1 All Relations
+90 SP
Limit of 30 on options
+fleet doctrines
+ship application
+100 application (common)
-Debt