Sphere:Longshots: Difference between revisions
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===What Happened?=== | ===What Happened?=== | ||
A1) Origins | A1) Origins | ||
:Pioneers (+pop) | :Pioneers (+60 pop) | ||
::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. | ::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 (+military) | :Seperatists (+1250 military) | ||
::Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew. | ::Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew. | ||
:Idealists (+morale) | :Idealists (+morale) | ||
::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. | ::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 | A2) Colonists | ||
:Baseline (+pop) | :Baseline (+60 pop) | ||
:Mixed (+10 transgene, +5 SP) | :Mixed (+10 transgene, +5 SP) | ||
:Transhuman (+transgene) | :Transhuman (+20 transgene) | ||
A3) Destination | A3) Destination | ||
:Garden World (+pop) | :Garden World (+60 pop) | ||
:Tolerable World (+SP) | :Tolerable World (+10 SP) | ||
:Hell World (+morale) | :Hell World (+morale) | ||
:No World (+shipbuilding) | :No World (+shipbuilding) | ||
B) Historical Events 1 | B) Historical Events 1 | ||
:Quiet (+pop) | :Quiet (+60 pop) | ||
:Digging (+PIP) | :Digging (+100 PIP) | ||
:Crisis (+stockpiles) | :Crisis (+1250 stockpiles) | ||
:Nationalism (+morale) | :Nationalism (+morale) | ||
:Military Action (+military) | :Military Action (+1250 military) | ||
:Artefact Find (+dust) | :Artefact Find (+100 dust) | ||
:Improvements (+transgene) | :Improvements (+20 transgene) | ||
C) Historical Events 2 | C) Historical Events 2 | ||
:As B. | :As B. | ||
Line 42: | Line 42: | ||
===What Now?=== | ===What Now?=== | ||
E1) Political Stance | E1) Political Stance | ||
:Keep On Keeping On (+pop, +SP) | :Keep On Keeping On (+60 pop, +10 SP) | ||
::It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood. | ::It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood. | ||
:Grand Ambition (+ | :Grand Ambition (+2500 military, +FTL application, -relations) | ||
::To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle. | ::To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle. | ||
:The Podunk Union (+relations, +FTL application) | :The Podunk Union (+relations, +FTL application) | ||
::Others look to soft power and cooperation against the challenges of deep space. | ::Others look to soft power and cooperation against the challenges of deep space. | ||
:Open for Business (+wealth, +FTL application) | :Open for Business (+100 wealth, +FTL application) | ||
::Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities. | ::Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities. | ||
:Ideological Purity (++morale, +PIP, -relations) | :Ideological Purity (++morale, +100 PIP, -relations) | ||
::Worlds based on certain ideologies can be extremely sanctimonious about them. | ::Worlds based on certain ideologies can be extremely sanctimonious about them. | ||
:Get Out (+military, +doctrines, +defences, -relations) | :Get Out (+1250 military, +doctrines, +defences, -relations) | ||
::Worlds with bad experiences or things to hide take a tough line with outsiders. | ::Worlds with bad experiences or things to hide take a tough line with outsiders. | ||
:National Security (+military, +PIP) | :National Security (+1250 military, +100 PIP) | ||
::Even less paranoid ones find it wise to invest in security. | ::Even less paranoid ones find it wise to invest in security. | ||
E2) Economic System | E2) Economic System | ||
:Get Digging (+ | :Get Digging (+200 PIP) | ||
::Hard work and strong backs wean colonies off fabricators and onto their own two feet. | ::Hard work and strong backs wean colonies off fabricators and onto their own two feet. | ||
:New Gilded Age (+military, + | :New Gilded Age (+1250 military, +200 PIP, -morale) | ||
::Get back to work, scum. | ::Get back to work, scum. | ||
:Fabricator Rations (+ | :Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP) | ||
::You had more than your share of fabricators, and your economy never graduated from dependence on them. | ::You had more than your share of fabricators, and your economy never graduated from dependence on them. | ||
:Social Management (+morale, +transgene) | :Social Management (+morale, +20 transgene) | ||
::Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up. | ::Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up. | ||
:Transistor Mines (+CIP, +dust | :Transistor Mines (+100 CIP, +100 dust ''or'' drexlers) | ||
::Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology. | ::Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology. | ||
:Crossroads (+pop, +wealth) | :Crossroads (+60 pop, +100 wealth) | ||
::Worlds at convergences of trade routes reap dividends. | ::Worlds at convergences of trade routes reap dividends. | ||
:The Pirate Bay (+military, +wealth) | :The Pirate Bay (+1250 military, +100 wealth) | ||
::Other worlds decide to take them by force. | ::Other worlds decide to take them by force. | ||
:Slumlords (+ | :Slumlords (+120 pop, +1250 military, -morale) | ||
::When population outstrips government and infrastructure, black markets and mean bars spring up. | ::When population outstrips government and infrastructure, black markets and mean bars spring up. | ||
E3) Military Doctrine | E3) Military Doctrine | ||
Line 80: | Line 80: | ||
:Swarms (+aerospace application, +aerospace doctrines) | :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 (+tech, + | :Death Spiral (+tech, +200 applications, -100 wealth) | ||
::Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll. | ::Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll. | ||
:Into the Darkness (+FTL application, +dust) | :Into the Darkness (+FTL application, +100 dust) | ||
::Effective interstellar travel is crucial to trade and power projection. | ::Effective interstellar travel is crucial to trade and power projection. | ||
:Lord's Army (+ | :Lord's Army (+2500 military, +morale, -doctrine) | ||
::Enthusiasm and mass will carry the day. | ::Enthusiasm and mass will carry the day. | ||
Revision as of 12:12, 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 barely spoken to some of you, and all the rest 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
What Happened?
A1) Origins
- Pioneers (+60 pop)
- 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 (+1250 military)
- Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
- Idealists (+morale)
- 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 (+60 pop)
- Mixed (+10 transgene, +5 SP)
- Transhuman (+20 transgene)
A3) Destination
- Garden World (+60 pop)
- Tolerable World (+10 SP)
- Hell World (+morale)
- No World (+shipbuilding)
B) Historical Events 1
- Quiet (+60 pop)
- Digging (+100 PIP)
- Crisis (+1250 stockpiles)
- Nationalism (+morale)
- Military Action (+1250 military)
- Artefact Find (+100 dust)
- Improvements (+20 transgene)
C) Historical Events 2
- As B.
D) Historical Events 3
- As B.
What Now?
E1) Political Stance
- Keep On Keeping On (+60 pop, +10 SP)
- It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
- Grand Ambition (+2500 military, +FTL application, -relations)
- To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle.
- The Podunk Union (+relations, +FTL application)
- Others look to soft power and cooperation against the challenges of deep space.
- Open for Business (+100 wealth, +FTL application)
- Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
- Ideological Purity (++morale, +100 PIP, -relations)
- Worlds based on certain ideologies can be extremely sanctimonious about them.
- Get Out (+1250 military, +doctrines, +defences, -relations)
- Worlds with bad experiences or things to hide take a tough line with outsiders.
- National Security (+1250 military, +100 PIP)
- Even less paranoid ones find it wise to invest in security.
E2) Economic System
- Get Digging (+200 PIP)
- Hard work and strong backs wean colonies off fabricators and onto their own two feet.
- New Gilded Age (+1250 military, +200 PIP, -morale)
- Get back to work, scum.
- Fabricator Rations (+500 fabbers, -100 PIP, -200 CIP)
- You had more than your share of fabricators, and your economy never graduated from dependence on them.
- Social Management (+morale, +20 transgene)
- Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
- Transistor Mines (+100 CIP, +100 dust or drexlers)
- Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
- Crossroads (+60 pop, +100 wealth)
- Worlds at convergences of trade routes reap dividends.
- The Pirate Bay (+1250 military, +100 wealth)
- Other worlds decide to take them by force.
- Slumlords (+120 pop, +1250 military, -morale)
- When population outstrips government and infrastructure, black markets and mean bars spring up.
E3) 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 (+tech, +200 applications, -100 wealth)
- Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
- Into the Darkness (+FTL application, +100 dust)
- Effective interstellar travel is crucial to trade and power projection.
- Lord's Army (+2500 military, +morale, -doctrine)
- Enthusiasm and mass will carry the day.
Chaotic Events
- Freaks (+radical morphological change, -pop)
- Some populations took dramatic steps to deal with the challenges of their environment.
- Populism (+morale, -relations)
- Shout louder, that'll do the job.
Resources
- Wealth represents a variety of valuable materials or tokens backed by governments, although only the most powerful states have currencies worth much beyond the neighbouring systems.
- Delta Dust is reality-editing nanotechnology of precursor or posthuman provenance, mined from their relics.
- Theta Dust is improved - or repaired - dust, rare and valuable and much more potent for those who can master it.
- Drexlers are sophisticated yet mundane nanomachines used in Velan technology, which can rapidly construct devices.
- Nephilim Armour is drone cladding, impossible to replicate with human science but tough and resistant to drone plasma.