Sphere:Longshots: Difference between revisions
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::Other worlds decide to take them by force. | ::Other worlds decide to take them by force. | ||
D3) Military Doctrine | D3) Military Doctrine | ||
:Able Spacemen (+shipbuilding, +fleet doctrines) | :Able Spacemen (+shipbuilding, +fleet doctrines) | ||
::A focus on a solid and reliable fleet is key to defence in the depths of space. | ::A focus on a solid and reliable fleet is key to defence in the depths of space. | ||
:Swarms (+aerospace application, +aerospace doctrines) | :The Low Road (+ground application, +ground doctrines) | ||
::Ships are hard. It's better to focus on a strong army to defend.:Swarms (+aerospace application, +aerospace doctrines) | |||
::Making effective smallcraft is a challenge for rim states, but pays dividends. | ::Making effective smallcraft is a challenge for rim states, but pays dividends. | ||
:Death Spiral (+2 global tech level, +100 applications, +100 CIP, -100 wealth) | |||
::Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll. | |||
:Tiptoes (+stealth application, +logistics) | :Tiptoes (+stealth application, +logistics) | ||
::For pirates, lurking is king. | ::For pirates, lurking is king. | ||
:Into the Darkness (+FTL application, +dust) | :Into the Darkness (+FTL application, +dust) | ||
::Effective interstellar travel is crucial to trade and power projection. | ::Effective interstellar travel is crucial to trade and power projection. |
Revision as of 00:40, 21 February 2010
It's 2170. About 100 years since founding, and hundreds of light years from Earth. You don't really care. They've never spoken to you. All you have are second-hand tales from trade caravans, about FTL failures and killer drones. They call it 'the Rim', but you just call it home.
Base Infrastructure
- 150 population
- 300 PIP
- 200 CIP
- 200 wealth
- 150 delta dust
- 12,500 military
History Paths
A1) Origins
- Pioneers
- Some people petitioned the posthumans with the pure spirit of adventure. With no frontiers left on Earth, only longshots could satisfy the human drive for exploration and discovery.
- Seperatists
- Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
- Idealists
- Still others held in their minds an ideal for society. By travelling to a new land with like-minded people, they could make a better life, on sound principles.
A2) Colonists
- Baseline
- Mixed
- Transhuman
A3) Destination
- Garden World (+pop)
- Tolerable World (+SP)
- Hell World (+morale)
- No World (+shipbuilding)
B1) Historical Events 1
- Quiet (+pop)
- Crisis Situation (+stockpiles)
- Military Action (+military)
- Artefact Find (+dust)
B2) Quiet
- Exowombs (+pop)
- Improvements (+transgene)
- Digging (+PIP)
- Development (+CIP)
- Growth (+wealth)
- Nationalism (+morale)
- Prudence (+stockpiles)
B3) Crisis Situation
- Sudden Change of Government (+morale)
- Adapt (+transgene)
- Tough It Out (+doctrines)
- Shoot It Repeatedly (+military)
- Muddle Through (+PIP)
- Rush To Production (+CIP)
- Innovate Madly (+apps)
B4) Military Action
- Narco-Warfare (+military, +doctrines, -pop)
- Coup (+military, -morale)
- Feral Drone Attack (+military)
- Piracy (+logistics)
- Worst Battlefield Ever (+doctrines)
- Miner Beatdown (+PIP)
- Foreign Affairs
B5) Artefact Find
- Feral Drone Attack (+military)
- Ancient Resources (+dust)
- Extra Fabs (+fabbers)
- Useful Finds (+CIP)
- Reverse-Engineerable (+apps)
- Active Machinery (+200 theta, -100 dust)
C1) Historical Events 2
- As B1.
D1) Political Stance
- Keep On Keeping On
- It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
- Grand Ambition
- To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle.
- The Podunk Union
- Others look to soft power and cooperation against the challenges of deep space.
- Open for Business
- Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
- Get Out
- Worlds with bad experiences or things to hide take a tough line with outsiders.
- Ideological Purity
- Worlds based on certain ideologies can be extremely sanctimonious about them.
D2) Economic System
- Get Digging
- Hard work and strong backs wean colonies off fabricators and onto their own two feet.
- New Gilded Age
- Get back to work, scum.
- Fabricator Rations
- You had more than your share of fabricators, and your economy never graduated from dependence on them.
- Social Management
- Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
- Transistor Mines
- Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
- Crossroads
- Worlds at convergences of trade routes reap dividends.
- The Pirate Bay
- Other worlds decide to take them by force.
D3) Military Doctrine
- Able Spacemen (+shipbuilding, +fleet doctrines)
- A focus on a solid and reliable fleet is key to defence in the depths of space.
- The Low Road (+ground application, +ground doctrines)
- Ships are hard. It's better to focus on a strong army to defend.:Swarms (+aerospace application, +aerospace doctrines)
- Making effective smallcraft is a challenge for rim states, but pays dividends.
- Death Spiral (+2 global tech level, +100 applications, +100 CIP, -100 wealth)
- Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
- Tiptoes (+stealth application, +logistics)
- For pirates, lurking is king.
- Into the Darkness (+FTL application, +dust)
- Effective interstellar travel is crucial to trade and power projection.
- The Future's Fighting Man (++supersoldier)
- Making better murderers.
Chaotic Events
Freaks (+radical morphological change, -pop)