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


Exp-3) Hell World
Exp-3) Hell World<br/>
Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)<br/>
We've defeated everything this world could throw at us.
We've defeated everything this world could throw at us.


Exp-6) Precursor Relics
Exp-6) Precursor Relics<br/>
None (+100 PIP, +10 SP, SP limit for options increased by +5, may not spend SP on dust)
Limited (+ 150 dust, + 5 SP)<br/>
Some star systems were simply never touched by the Precursors.
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<br/>
None (+60 population, +100 Wealth)
None (+60 population, +100 Wealth)<br/>
Feral drones generally left G-type stars alone.
Feral drones generally left G-type stars alone.


Exp-8) Posthuman Footsteps
Exp-8) Posthuman Footsteps<br/>
Untouched (+20 SP, SP limit for options increased by +5)
Untouched (+20 SP, SP limit for options increased by +5)<br/>
I guess this was just a really boring star system.
I guess this was just a really boring star system.


Exp-9) Location
Exp-9) Location<br/>
Backwater (+ 100 PIP)
Backwater (+ 100 PIP)<br/>
Nice and quiet.
Nice and quiet.
==Colonization Era==
==Colonization Era==
Col-1) Axis Of Colonization
Col-1) Axis Of Colonization<br/>
Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
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 . . .
Col-6) Leaving on a wormhole ship . . .<br/>
Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)


Col-6B) Prides and Prejudices
Col-6B) Prides and Prejudices<br/>
No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)
No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)


Col-6C) Idealism, Meet Reality
Col-6C) Idealism, Meet Reality<br/>
Pod People (+ 180 Population, + 300 Wealth, + 100 CIP)
Pod People (+180 Population, + 300 Wealth, + 100 CIP)


Col-6D) Colonial Demographics
Col-6D) Colonial Demographics<br/>
Pioneers (+ 100 PIP)
Pioneers (+100 PIP)<br/>
Some decided to go to space because it was there.
Some decided to go to space because it was there.


Col-6E) Backing
Col-6E) Backing<br/>
Civilian Government Sponsored (+ 60 Pop)
Civilian Government Sponsored (+60 Pop)<br/>
A government backed your effort to move into space.
A government backed your effort to move into space.


Col-6F) Colonists
Col-6F) Colonists<br/>
Whoever we could get (+60 pop)
Whoever we could get (+60 pop)<br/>
Lowering the bar sure did supply a lot of applicants though.
Lowering the bar sure did supply a lot of applicants though.
===Local Events===
===Local Events===
Col-7A) Local Affairs<br/>
Col-7A) Local Affairs<br/>
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)<br/>
Nothing like happiness and prosperity to keep a government stable.
Nothing like happiness and prosperity to keep a government stable.


==Breakdown Era==
==Breakdown Era==
Break-1) Economic Upsets
Break-1) Economic Upsets<br/>
Stability! (no modifiers)
Stability! (no modifiers)<br/>
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.
===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

Tech Levels

Doctrines

Secrets

Bonuses

Per Quarter

Morale

Points, Bonuses

Purchases

Totals

Genetic Templates