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= History Paths =
= History Paths =


===Exploration Era===
:Exp1: No Suitable World
:Exp2: On The Casltes of Gods (+100 CIP, +100 Dust, +100 Applications)
:Exp6: Precursor Relics: None (+100 PIP, +10 SP, SP limit +5, may not spend SP on dust)
:Exp7: Feral Drones: Extensive (+2500 Fleet, +100 Fabers)
:Exp8: Posthuman Footsteps: Nano-Factories (+100 Fabers, +100 PIP)
:Exp9: Hub (+60 Pop)


:Exp1: No Suitable World, Go to Exp2
===Colonial Era===
:Exp2: On The Castles of Gods (+100 CIP, +100 Dust, +100 Applications)
:Exp6: Precusor Relics: None (+20 SP, +5 SP expenditure, May not spend SP on dust)
:Exp7: Feral Drones: None (+60 Population, +100 Wealth)
:Exp8: Data Core (+150 Applications, +1 GTL)
:Exp9: Location: Hub (+60 Population)


===Colonization Era===
:Col1: UN-Authorized (+2500 Military, +30 Pop, +50 CIP, +100 PIP, +100 Dust, +10 SP)
:Col5A: Outer Expanse (+120 Pop, +100 PIP, +50 CIP, +50 Wealth, +10 SP, +Logistics, +20 Transgene)
:Col5B: Our Blue and Pure World (+60 Pop, +10 SP, -20 Transgene)
:Col5C: ARROWs Formation (+100 Theta, +300 Fabers, +100 Applications, +150 Dust)
:Col5D: Colonial Demographics: Pioneers (+100 PIP)
:Col6E: Backing: Charitable Foundations (+100 CIP)
:Col6F: COlonists: Specialists (+100 CIP)


:Col1: Longshot (+2500 Military, +10 SP, go to Col6)
===Local Events===
:Col6: Outer Expanse (+60 Pop, +100 PIP, +50 CIP, +100 Faber, +25 SP, +20 Transgene)
:Col6B: No Thank You (+60 Pop, +10 SP, -20 Transgene)
:Col6C: Liberal Market Capitalism (+150 CIP, +150 PIP, +300 Wealth, +60 Pop)
:Col6D: Fortune Seekers (+100 Wealth)
:Col6E: Corporate Sponsorship (+100 Wealth)
:Col6F: Specialists (+100 CIP)


===Local Affairs===
:Col7A: Warfare (+2500 Military)
:Col7C: Superpower Squabble (+Logistics, +2500 Military, +100 Military Applications)


:Col7A: <i>Un</i>natural Disaster (+100 PIP)
:Col7E: Giant Fucking Rock (+200 PIP, +100 CIP, +Bruce Willis)


===Breakdown Era===
===Breakdown Era===


:Bre5: Posthuman Bootstrap (+200 Applications, +200 Dust, +4 Logistics, +7,500 military)
:Bre1: Economic Progression (+100 CIP, -100 PIP)
:Bre5A: Road Repairs (+100 PIP, +1 Logistics, -200 Wealth)
:Bre5C: Reconstruction (+200 CIP, +200 Applications, +5 Logistics, +5000 military)  


===War Era/Aftermath===
===War Era/Aftermath===


:War1: Independence (+10,000 Military)
:War1: Independence (+10,000 Military)
:War9-A: Phezzan (+Intelligence, +Secrets, +Infiltration, +Relations, -2500 Military)
:War9A: Planet Wal*Mart (+100 CIP, +200 PIP, +200 Wealth, +ARROWs Relations, -2500 Military)
:War9-B: Center for Research (+4 GTL, +200 Applications, +100 CIP, -100 PIP)**
:War9B: Center for Research (+4 GTL, +200 Applications, +100 CIP, -100 PIP)
:War9-C: Supertech Bullshit (+200 Theta, +100 Dust, +200 Applications)
:War9C: Supertech Bullshit (+200 Dust, +200 Theta, +200 Applications)


===Current Era===
===Current Era===
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===Chaotic Events===
===Chaotic Events===


:Kinderfaber Surprise! (+100 Drexlers, -100 Fabers)
:Cha1: Hippies Under the Bed (+60 Pop, -2500 military)
 
= Totals =


:PIP 450
:CIP 904
:Wealth 700
:Population 300
:Military 17,500
:Applications 1250
:Dust 400
:Theta 200
:Drexlers 100
:Logistics 4
:SP 66
:Bruce Willis 1
:Doctrines 20




=== SP expenditure ===
:300 Apps (-25)
:20 TL idices (-8 SP)
:20 Doctrines (-10 SP)
:104 CIP @ 8CIP/SP (-13 SP)
:100 CIP @ 10CIP/SP (-10 SP)
== Tech Indices ==
<b>Global Technology Level:</b> 22


= Totals =


Ground: 22 +2(sp) = 24<br>
:PIP 600
Aircraft: 22 +2(sp) = 24 <br>
:CIP 1000
Basic Theotech: 69 +2(sp) = 71<br>
:Fabers 500
Beam/Pulse Weapons: 22 +6(n) + 2(sp) = 30<br>
:Wealth 150
Electronics: 22 +6(n), +2(sp) = 30<br>
:Population 330
Materials: 22 +6(n), +2(sp) = 30<br>
:Dust 550
Shields: 22 +2(n) = 24<br>
:Theta 300
Power: 22 +6(n) +2(sp) = 28<br>
:SP 41
Propulsion: 22 +1(n) +2(sp) = 25<br>
:Logistics 8
Shipbuilding: 24 +2(sp) = 26<br>
:Military 20,000 (actually 17,500, and 2500 fleet)
:Applications 1000 (900, 100 military)





Revision as of 16:34, 22 July 2010

Nefer |
System Info
System Name: Neferti
Map ID:
Surface Gravity: 1.0 G
Climate: Artificial
Atmosphere: Nitrogen-Oxygen Mix
Population: 30,000,000
Population Breakdown: 98% Baseline
Capital: Heliopolis
Type of Power: Independent
Infrastructure
Net Income 950
Primary Industry: 950
Complex Industry: 950
Military: 22,500
Strategic Resources: 500 Dust 200 Theta

History

[CLASSIFIED]


Timeline

2074 - Longshot mission departs Earth. Drawing population and resources from NATO allied nations, a massive vessel exits Earth Space and transits to the failed star 'Nefer' via a Post Human Longshot FTL drive.

2075 - Project Heliopolis begins the construction of a RAMA I type cylinder, using existent posthuman structures as a base.

2082 - Project Heliopolis is completed. Fabricators become of increasingly little use and are disassembled to provide specialized nanofabrication.

2095 - Project Cheyenne begins the construction of sixteen tertiary O'neill colony cylinders, to augment increasing population.

2108 - Pirate presence increases in inner nebula. Colonial Administration Authority begins a military drive to destroy the menace.

2113 - Precursor ruins discovered on proto-planet 'Carmine', Delta Dust supplements existing production.

2141 - Posthuman Relic discovered in orbit of Nefer I, failed star and supermassive gas giant. Lengthy observation and testing ascertains that its purpose is to ignite Nefer I into a stable star. Why this has not occurred is yet unknown.

2147 - Headshot Asteroid detected bearing in at high speed from outer system. Unknown origin.

2149 - Fighter Ace Vector 1 destroys Headshot asteroid after six months of mission planning and preparations.

2152 - The Breakdown brings the cessation of trade. The overburdened Colonial Administration Authority collapses under its own weight. Systemic collapses lead to the destruction of infrastructure, and a state of near-anarchy as regional and municipal governments attempt to maintain control of food supplies and infrastructure bases.

2153 - The military science apparatus of the former government incorporates itself into a neo-corporate political concern known as 'Pyramid'; begins working to reorganize the civilian populace and police staggering crime rates.

2170 - Pyramid firmly entrenched as official Nefer Government. Populace once again united under one banner.

2172 - Nefer I ignites, post human ignition source shuts down. Pyramid begins disassembly and analysis. Domestic production of theta dust achieved.

2184 - Regional conflict with Tensor Industries research expeditions. Pyramid engages in corporate war.

2186 - Pyramid opens proper relations with ARROWs, contributes several older model vessels. Double-Bonded Lunar Titanium cracked.

2190 - Corporate war with Tensor ceases, Testament Treaty signed. Forced Fusion technology enters into mass use.

2194 - Inert Posthuman Relic discovered in Kuiper Belt, disassembly and analysis begun.

2195 - Pyramid launches first new wave of rimward exploratory missions since before the breakdown.

Places and Names

Argentum: The premier theotechnology institute on Heliopolis. Very high class, and holds a remarkable disdain for people who decry basic theotechnology in favour of theta-omega technology.

The Tetrahedron: Pyramid's headquarters, a large tetrahedral structure within the middle access of a RAMA I colony core.

History Paths

Exp1: No Suitable World
Exp2: On The Casltes of Gods (+100 CIP, +100 Dust, +100 Applications)
Exp6: Precursor Relics: None (+100 PIP, +10 SP, SP limit +5, may not spend SP on dust)
Exp7: Feral Drones: Extensive (+2500 Fleet, +100 Fabers)
Exp8: Posthuman Footsteps: Nano-Factories (+100 Fabers, +100 PIP)
Exp9: Hub (+60 Pop)

Colonial Era

Col1: UN-Authorized (+2500 Military, +30 Pop, +50 CIP, +100 PIP, +100 Dust, +10 SP)
Col5A: Outer Expanse (+120 Pop, +100 PIP, +50 CIP, +50 Wealth, +10 SP, +Logistics, +20 Transgene)
Col5B: Our Blue and Pure World (+60 Pop, +10 SP, -20 Transgene)
Col5C: ARROWs Formation (+100 Theta, +300 Fabers, +100 Applications, +150 Dust)
Col5D: Colonial Demographics: Pioneers (+100 PIP)
Col6E: Backing: Charitable Foundations (+100 CIP)
Col6F: COlonists: Specialists (+100 CIP)

Local Events

Col7A: Warfare (+2500 Military)
Col7C: Superpower Squabble (+Logistics, +2500 Military, +100 Military Applications)


Breakdown Era

Bre1: Economic Progression (+100 CIP, -100 PIP)
Bre5A: Road Repairs (+100 PIP, +1 Logistics, -200 Wealth)
Bre5C: Reconstruction (+200 CIP, +200 Applications, +5 Logistics, +5000 military)

War Era/Aftermath

War1: Independence (+10,000 Military)
War9A: Planet Wal*Mart (+100 CIP, +200 PIP, +200 Wealth, +ARROWs Relations, -2500 Military)
War9B: Center for Research (+4 GTL, +200 Applications, +100 CIP, -100 PIP)
War9C: Supertech Bullshit (+200 Dust, +200 Theta, +200 Applications)

Current Era

Cur1: Corporate Direction (+100 Wealth, +100 CIP, +100 Applications, +1 SP)

Chaotic Events

Cha1: Hippies Under the Bed (+60 Pop, -2500 military)



Totals

PIP 600
CIP 1000
Fabers 500
Wealth 150
Population 330
Dust 550
Theta 300
SP 41
Logistics 8
Military 20,000 (actually 17,500, and 2500 fleet)
Applications 1000 (900, 100 military)


Military

Weapons of Pyramid