Nefer: Difference between revisions

From Sphere
Jump to navigation Jump to search
Kerrus (talk | contribs)
Kerrus (talk | contribs)
Line 140: Line 140:
= Totals =
= Totals =


:PIP 800 + 100 (SP) + 201 (Pop) = 1101 PIP
:PIP 800 + 100 (SP) + 195 (Pop) = 1095 PIP
:CIP 800 + 100 (SP) + 201 (Pop) = 1101 CIP
:CIP 800 + 100 (SP) + 195 (Pop) = 1095 CIP
:Fabers 1000
:Fabers 1000
:Wealth 250 + 201 (Pop) = 451 Wealth
:Wealth 250 + 195 (Pop) = 445 Wealth
:Population 330 + 72 (SP) = 402 Pop
:Population 270 + 120 (SP) = 390 Pop
:Dust 550
:Dust 550
:Theta 300
:Theta 300

Revision as of 05:03, 2 August 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 415
Primary Industry: 965
Complex Industry: 965
Variable Industry: 1000
Military: 20,000
Strategic Resources: 550 Dust 300 Theta

History

[CLASSIFIED]


Timeline

In Progress

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: Stabity!
Bre5A: Road Repairs (+100 PIP, +1 Logistics, -100 Wealth, -Morale)
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: Fab It Good (+500 Fabers)
War9C: Supertech Bullshit (+200 Dust, +200 Theta, +200 Applications)

Current Era

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

Chaotic Events

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


Covert Operations

Cov1: Skunkworks (++ Secrecy, +75 Applications, 20% Secrets, + 0% secret project cost)

Totals

PIP 800 + 100 (SP) + 195 (Pop) = 1095 PIP
CIP 800 + 100 (SP) + 195 (Pop) = 1095 CIP
Fabers 1000
Wealth 250 + 195 (Pop) = 445 Wealth
Population 270 + 120 (SP) = 390 Pop
Dust 550
Theta 300
SP 40
Logistics 8
Military 20,000 (actually 17,500, and 2500 fleet)
Applications 875 (775, 100 military)
++Secrecy
20% Secrets
+0% Secret Project Cost

SP Expenditures

10 SP: +100 CIP
10 SP: +100 PIP
20 SP: +120 Pop

Military

Weapons of Pyramid