Nefer: Difference between revisions
Line 142: | Line 142: | ||
:Col7A: Warfare (+2500 Military) | :Col7A: Warfare (+2500 Military) | ||
:Col7C: Superpower Squabble (+Logistics, +2500 Military, +100 Military Applications) | :Col7C: Superpower Squabble (+Logistics, +2500 Military, +100 Military Applications) | ||
===Breakdown Era=== | ===Breakdown Era=== |
Revision as of 16:42, 22 July 2010
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
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)
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)