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Exp-1) World Type | Exp-1) World Type | ||
:Hell World (Go to Exp-3) | :Hell World (Go to Exp-3) | ||
::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 | ||
:Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics) | :Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics) | ||
::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 | ||
:Limited (+ 150 dust, + 5 SP) | :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. | ::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 | ||
:Untouched (+20 SP, SP limit for options increased by +5) | :Untouched (+20 SP, SP limit for options increased by +5) | ||
::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 | ||
:Backwater (+ 100 PIP) | :Backwater (+ 100 PIP) | ||
::Nice and quiet. | ::Nice and quiet. | ||
====Colonization Era==== | ====Colonization Era==== |
Revision as of 18:40, 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
- PACT Arm (+ 5,000 military, + 100 Wealth, + 100 CIP, + 100 Dust, go to Col-2)
- EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3)
- Chinese Arm (+7,500 military, + 60 Population, + 100 PIP, go to Col-4)
- UN-Authorized (+2,500 military, + 30 Population, + 50 CIP, + 100 PIP, + 100 Dust, +10 SP, Go to Col-5)
- Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
- Busy Child (+ stuff)
- Go to Col-7 afterwards for Local Affairs
PACT Arm
Col-2) PACT Colonization Authority
- Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
- Second Stage (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 1 logistics, + 10 Transgene)
- Outer Expanse (+ 120 Population, + 100 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 20 Transgene)
Col-2B) PACT Transgenic Relations
- Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
- Headcount Increase Exercise (+ 60 Pop)
- New Freedoms (+ 20 Transgene)
Col-2C) PACT Colonial Economics
- Dust to Dust (+ 100 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
- Liberal Market Capitalism (+ 200 CIP, + 100 PIP, + 300 Wealth, + 60 Population)
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
- Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
- Research Lab (+ 100 CIP, +200 Dust, + 200 applications, + 200 Wealth)
- SIA's Good Graces (+100 Theta, + 200 Fabs, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)
Col-2D) PACT actions during the Eridanus Campaign
- Front Line State (+ 7,500 fleet)
- Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
- Drone Deconstructors (+ 100 Fabs, + 100 Dust, + 100 CIP)
- Not My Problem (+ 60 Population, + 100 CIP, + 100 Wealth)
- GTFOing (+ 30 population, +150 PIP, + 2,500 military)
- Any Excuse For An Upgrade (+ 20 Transgene, +5,000 military)
EU Arm
Col-3) EU Department Of Planetary Development
- Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
- Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + 1 logistics)
- Outer Expanse (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 10 Transgene)
Col-3B) EU Transgenic Relations
- Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
- Headcount Increase Exercise (+ 60 Pop)
- New Freedoms (+ 20 Transgene)
Col-3C) EU Colonial Economics
- Dust to Dust (+ 100 CIP, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
- Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population)
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
- Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
- Regulated Market (+ 200 PIP, + 250 CIP, + 200 Wealth, + 90 Population, - 100 dust)
- Lingering Posthuman Help (+100 Theta, + 200 fabers, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)
Col-3D) EU's Project PRISM
- Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth)
- Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
- Heart Of Darkness (+ 100 Fabs, + 100 Theta, + 100 Applications, + 100 CIP, - 60 Population, - 10 AI and Transgene tech index)
- Stayed Home (+ 60 Population, + 100 CIP, + 100 Wealth)
Chinese Arm
Col-4) Shanghai Consensus For Colonization And Exploration
- Inner System (+ 240 Population, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
- Second Stage (+ 210 Population, + 50 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 10 Transgene)
- Outer Expanse (+ 180 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 10 Transgene)
Col-4B) Shanghai Consensus Transgenic Relations
- Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
- Headcount Increase Exercise (+ 60 Pop)
- Control Them (+ 30 Pop, + 10 Transgene)
- New Freedoms (+ 20 Transgene)
Col-4C) Shanghai Consensus Colonial Economics
- Dust to Dust (+ 50 CIP, + 50 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
- Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
- Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
- People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
- Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
- Emerging Exhuman Help (+ 200 fabers, + 100 applications, + 200 Wealth, +200 dust)
Col-4D) Shanghai's Exhuman Insurgency
- They Don't Come Around Here (+ 60 Population, + 100 CIP, + 100 Wealth)
- Cut A Deal (+100 supersoldier, + 100 CIP, + 2,500 military)
- Successionism and Secrets (+ 100 PIP, ++ secret stuffs)
- Uprising! (+7,500 military)
- Nodal Reaction Forces (+2,500 fleet, +1 logistics, + 100 PIP)
United Nations
Col-5) United Nations Civil Colonization Agency
- Inner System (+ 180 Population, +100 PIP, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
- Second Stage (+ 150 Population, + 100 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 20 Transgene)
- Outer Expanse (+ 120 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 1 logistics, + 20 Transgene)
- Inner Rim (+ 90 population, + 100 PIP, + 50 CIP, + 50 Wealth, +50 Dust, + 10 SP, + 1 logistics, + 20 Transgene)
Col-5B) UN Transgenic Relations
- Our Blue And Pure World (+ 60 Pop, + 10 SP, -20 Transgene)
- Genetic Tensions (+ 60 Pop, +5 SP, - 10 Transgene)
- Headcount Increase Exercise (+ 60 Pop)
- Control Them (+ 30 Pop, + 10 Transgene)
- New Freedoms (+ 20 Transgene)
Col-5C) UN Managed Economics
- Dust to Dust (- 100 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
- Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
- Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
- People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
- Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
- Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
- ARROWs Formation (+ 100 Theta, + 300 fabers, + 100 applications, +150 dust)
Col-5D) UN Colonial Demographics
Go to Col-6D, -6E, and -6F
Longshots
Col-6) Leaving on a wormhole ship . . .
- Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
- Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
- Deep Rim (+ 100 Faber, + 20 SP, + 20 transgene)
Col-6B) Prides and Prejudices
- No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)
- Headcount Increase Exercise (+ 60 Pop)
- Control Them (+ 30 Pop, + 10 Transgene)
- New Freedoms (+ 20 Transgene)
Col-6C) Idealism, Meet Reality
- Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
- Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
- Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
- People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
- Pod People (+ 180 Population, + 300 Wealth, + 100 CIP)
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
- Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
- Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
- Posthuman Guidance (+ 100 Theta, + 300 fabers, + 100 Wealth, +100 dust, + 30 Population)
Col-6D) Colonial Demographics
- Pioneers (+ 100 PIP)
- Some decided to go to space because it was there
- Idealists (+ morale)
- Some decided to go to space to make their dreams of a better society come true
- Separatists (+2,500 military)
- Some decided to go to space to get away from people on Earth
- Fortune Seekers (+100 Wealth)
- And some decided to go to space to get rich
Col-6E) Backing
- Ragged Refugees (+100 PIP)
- They could barely afford the price of the ticket
- Charitable Foundations (+100 CIP)
- Some Colonies were great works of philanthropy
- Corporate Sponsorship (+100 Wealth)
- Profit, not charity motivates your colonies backers
- Civilian Government Sponsored (+ 60 Pop)
- A government backed your effort to move into space
- Military Government Sponsored (+ 2,500 military)
- A government backed your effort to move into space
Col-6F) Colonists
- Fleeing Trangenes (+20 Transgenics)
- As the Brazilian miracle turned nightmare, many transgenes caught a boat
- Adventurers (+100 PIP)
- Many colonies were settled by adventurers, simply seeking to see new stars overhead. These tend to be hard working
- Specialists (+100 CIP)
- Some colonies were very picky about their selection, bringing only the best
- Whoever we could get (+60 pop)
- Lowering the bar sure did supply a lot of applicants though
- Outer Haven (+2,500 military)
- A world where the warrior will not be looked down upon!
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
- Economic Crisis (+2,500 Stockpiles go to Col-7B)
- It appears the other school of economists were right
- Warfare! (+2,500 military, go to Col-7C)
- General Veers, deploy your men
- Political Crisis (+ 100 Wealth, go to Col-7D)
- Far from Earth, politics quickly became far more interesting
- Natural Disaster (+ morale, go to Col-7E)
- The fury of nature is not felt only on mother Gaia
Col-7B) Economic Crisis
- Miner Beatdown (+ 100 PIP, +100 Wealth, + 2500 military)
- An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should.
- Banking Crisis (+2,500 stockpiles, + 200 Wealth, may not have more than - debt)
- I guess your subprime was substandard, but you've learned how to regulate
- Currency Crash (+200 PIP, +100 CIP)
- At least your exports are competitive
- Captive State (+ 300 Wealth, + 100 PIP, -morale)
- Your state has been captured by one or several corporations. It dances to their tune
- Continuing Depression (+5,000 military, +200 PIP, -100 Wealth)
- You didn't solve it
Col-7C) Warfare!
- Full Scale War (+5,000 military, + doctrines)
- Your people fought a full on war, local but fierce. It's no doubt something you won't shut up about.
- Regime Changed (+5,000 military, +1 logistics +100 applications - morale)
- An external power has swept in and replaced El Generalisimo with the Shah.
- Feral Drone Attack (+ 5,000 military +100 xenotech applications requires limited or more drone activity)
- Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
- Superpower Squabble (+ 1 logistics, +military +100 military applications)
- One or more major powers squabbled over your world. You gained resources to house them and some sweet toys
- Training Ground (++ doctrines, + 1 logistics )
- Various military forces chose exotic and interesting locales to train their troops.
Col-7D) Political Crisis
- Never Waste a Good Crisis (+ 200 Wealth, + Morale)
- Perpetual Revolution (+100 PIP, +5,000 military)
- Regime Changed (+2 logistics, +5,000 military, - morale)
- Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP)
- Posthuman Involvement (+ 200 Dust, +100 CIP)
- Space Ethnic Homeland! (+ 60 population, +100 Wealth, +100 applications, - relations)
Col-7E) Natural Disaster
- Posthuman Involvement (+ 200 Dust, + 200 CIP, -2,500 military)
- Giant Fucking Rock (+ 200 PIP, + 100 CIP, + Bruce Willis)
- A Plague On Both Your Houses (+20 Transgene, +20 Logistics, + 100 application, - 60 pop)
- Terraforming Breakdown (+ 100 PIP, + 100 CIP, + 100 Wealth)
- Supervolcano (+ 200 PIP, + 100 Wealth)
- Na'vi Attack (+200 Wealth, + 2,500 military)
Breakdown Era
Break-1) Economic Upsets
- Stability! (no modifiers)
- Some people emerged from the breakdown's economic chaos more or less where they started.
- 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.
- Libertarian Rickroll (+ 100 Wealth, - Morale)
- The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
- Communist Manifesto (+ 100 PIP, - 100 Wealth)
- Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
- 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.
- My Toaster Hit Singularity (+100 dust, - 100 CIP)
- Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
- DustPEC (+ 100 Wealth, - 100 Dust)
- Money probably not used to fund exhuman insurgents.
PACT Arm
Break-2) Broken PACT
- Connection Never Dropped! (Go to Break-2B)
- Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - 100 CIP, Go to Break-2B)
- Cut Off (Go to Break-2C)
Break-2B) Catapulted PACT Policies
- Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
- Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 applications)
- Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-2C) Cut-Off PACT Policies
- Fire Upon The Deep (+100 PIP, +5 Logistics, +12,500 military)
- Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
- Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
- Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
EU Arm
Break-3) Broken EU
- Connection Never Dropped! (Go to Break-3B)
- Road Repairs (+1 logistics, - 100 Wealth, Go to Break-3B)
- Cut Off (Go to Break-3C)
Break-3B) Catapulted EU Policies
- Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
- Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
- Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-3C) Cut-Off EU Policies
- Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
- Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
- Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
Chinese Arm
Break-4) Broken Shanghai Consensus
- Russia is #1 On Catapults! (Go to Break-4B)
- Celestial Kingdom, Shattered (Go to Break-4C)
Break-4B) Catapulted CIS Policies
- Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
- The Chinese are Coming - Probably (+ 200 PIP, +5 Logistics, + 15,000 Military, - 200 Wealth)
- Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Break-4C) The New Taiwans
- Fire Upon The Deep (+ 100 CIP, +5 Logistics, + 12,500 military)
- The Chinese are Coming - Probably (+ 200 PIP, + 5 Logistics, + 15,000 Military, - 200 Wealth)
- Confucian Collapse (+ 60 Population, + 100 PIP, + 5 Logisics, + 12,500 military, - morale)
- The Phoenix Rises (+1 morale, +1 doctrines, +100 PIP, +4 Logistics, +12,500 military, -60 Pop)
- From the ashes of devastating civil war, a new and powerful nation arises.
- Five-Year Plan (+100 PIP, +100 CIP, +5 Logistics, +10,000 Military, -1 Morale)
- Hard decisions must be made to survive hard times. Oppression and autocracy are regrettable, but necessary. The dictator might even have stepped down after his presence was no longer necessary.
- The Dragon Dies Screaming (+1 Doctrines, +200 PIP, +4 Logistics +20,000 Military, -1 Morale, -200 Wealth, -2 Global Tech Level)
- The government fought. The government lost. Others stepped in, but none of them had the power or the legitimacy to suppress opposition. And the corpse of the Chinese dragon laid there for decades before someone won the brutal succession wars and took charge.
- Exhuman Resurgence (+1 Doctrines, +12,500 Military, +5 Logistics, (+20 Transgene, +20 Transgenic Tech Level) OR +200 Supersoldier, -60 Pop, -100 Wealth)
- Various exhuman insurgencies were often emboldened by the breakdown. Some of them even won the fights they picked over the course of decades of grinding war.
United Nations
Break-5) Collapse of the UN Civil Colonization Agency
- Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - morale, Go to Break-5B)
- Cut Off (Go to Break-5C)
Break-5B) Catapulted UN Policies
- Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
- Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
- Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
- Conflict Investment (+ 5 logistics, +15,000 military)
Break-5C) Cut-Off UN Policies
- Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
- Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
- Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
- Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
- Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)
Longshots
Break-6) Longshots, Isolated Again
- Fire Upon The Deep (+ 100 CIP, +5 Logistics, +12,500 military)
- Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
- Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military)
- I'M BEING EATEN BY DRONES! (+ 200 PIP, +4 Logistics, + 12,500 military)
- Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military)
- Refugees! So Many Refugees! (+ 120 Pop, + 200 PIP, + 200 Wealth, + 4 Logistics, + 5,000 military, - morale)
- Go Weird (+ 20 Transgene, +20 Transgenic Tech Level, + 100 CIP, +4 Logistics, 10,000 military)
- Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
- Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
- Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)
War Era and Aftermath
War-1) Choose Your Side
- Make My Own Bloc (+100 Wealth, + 10,000 military, + 300 PIP, +1 logistics, League Tech Paradigm, +5 morale, Go to War-7) *Must be UN or Longshot, negates Dust to Dust
The League
War-7A) League Politics
- Ideological Purification (++ Morale, + 200 PIP, - 100 CIP, - relations)
- We don't want anything to do with you heathens/backsliders/socialists/etc.... mostly.
War-7B) League Economies
- Mao Mode (+ 2,500 military, + 100 PIP, + doctrines, + stockpiles, + morale, -100 CIP, - 2 Global Techlevel)
- Back to basics. With stirring songs.
War-7C) League Military
- Guts (+ 5,000 military, ++ doctrines, ++ morale)
- You will die for the cause, and you're equipped to take others with you.
War-7D) A Solomic Peace (League)
- Magnate War Orphans (+60 population, -2500 military)
- The sad plight of these individuals will only be visited once the wounds of the war have became distant.
Current Era
Cur-1) The Business of Government
- Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or +2,500 Stockpiles )
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.
- 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.
- Libertarian Rickroll (+ 100 Wealth, - Morale)
- The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
- Communist Manifesto (+ 100 PIP, - 100 Wealth)
- Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
- 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.
- My Toaster Hit Singularity (+100 dust, - 100 CIP)
- Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
- DustPEC (+ 100 Wealth, - 100 Dust)
- Money probably not used to fund exhuman insurgents.
- Found Religion (+ Morale, - 100 Wealth)
- Religion is the opiate of the masses.
- Transgenes Go Back To Transgeneland! (+ Morale, - Transgene) - note: must have at least + Transgene to start
- The excesses of organizations such as December 23 and Blue Cosmos can easily sway popular feelings against transgenes.
- Populism! (+ Morale, - everyone relations)
- It is not uncommon for political demagogues to label all those exterior as threats and dangers and use them as scapegoats for a nation's shortcomings.
- Don't Touch That! (+ 2,500 Stockpiles, - Debt) - note: your +s stockpile cannot be removed by -s debt during nation creation
- Most nations keep a certain amount of strategic stockpiles for a rainy day. Some are particularly dilligent at this.
- My Little Lacus (+ Transgene, - 2,500 Military)
- The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
- Relena's Rules (+ 100 Wealth, + 60 Pop, + Morale, - 5,000 Military, - Logistics, - pacifist)
- The Sanc Kingdom's legacy of total pacifism lives on.
- Hippies Under The Bed (+ 60 Pop, - 2,500 military)
- Make Love, Not War!
- Revanche! (+ morale, - 2,500 military)
- You lost last time, now to get even!
- Bombed Flat And Angry About It (+ Morale, - 100 CIP)
- Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
- Build It And They Will Come (+ 1 logistics, - 100 Wealth)
- Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
- Ran Outta People (+ Computer application, - 60 Pop)
- Some worlds ran into the hard limits of population or lack thereof. As a result, they turned to robotics technologies, developing especially sophisticated techniques and machines.
- Immoral Breakthrough (+ 100 application, - 60 Pop, - morale)
- Sometimes, sacrifices must be made for the greater good.
- Cut To The Bone (+ doctrines, - 2,500 military, - logistics)
- In the aftermath of the ZOCU war and the resulting Treaty of Sirius, it was not uncommon for various combatants to drastically slash their militaries, retaining only the most skilled soldiers.
- Development Hell (+ Techlevel, - application)
- Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
- The Weak Perish (+ doctrines, - 60 pop)
- Disasters natural or man-made can force a certain toughness on the survivors.
- Kinderfaber Surprise! (+ drexlers, - fabers)
- The underlying technology of fabers are universal nanofabricators. More enterprising colonists have disassembled their fabers in order to 'grow' additional nanofabs.
- Swords to Plowshares (+ 100 PIP, - 2,500 military)
- They will beat their swords into plowshares and their spears into pruning hooks.
- Plowshares to Swords (+ 2,500 military, - 100 PIP)
- They will beat their plowshares into swords and their pruning hooks into spears.
- Shoot the Scientists (+ 100 applications, - 2 Global Tech Level)
- . . . but keep the engineers.