User talk:Zeromanicus: Difference between revisions
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Occupied | |||
Developed Countryside (Coastal) | |||
::15/2 Population Support | |||
::150/10 Wealth | |||
Town<br> | |||
Naval Base<br> | |||
Occupied | |||
Developed Countryside (Coastal) | |||
::15/4 Population Support | |||
::250 Wealth | |||
Town<br> | |||
Town<br> | |||
Occupied | |||
Countryside (Coastal) | |||
::5 Population Support | |||
::375 Wealth | |||
Mineral Extraction Facility<br> | |||
Mountain (Coastal) | |||
Fortifications<br> | |||
Capital of Tahrir | |||
Developed Countryside (Coastal) | |||
::15/10 Population Support | |||
::550 Wealth <br> | |||
Metropolis <br> | |||
Small Crystallium Red (50 Materia) | |||
==Heaven's Reach== | ==Heaven's Reach== | ||
Revision as of 08:59, 18 February 2011
Occupied Developed Countryside (Coastal)
- 15/2 Population Support
- 150/10 Wealth
Town
Naval Base
Occupied Developed Countryside (Coastal)
- 15/4 Population Support
- 250 Wealth
Town
Town
Occupied Countryside (Coastal)
- 5 Population Support
- 375 Wealth
Mineral Extraction Facility
Mountain (Coastal)
Fortifications
Capital of Tahrir Developed Countryside (Coastal)
- 15/10 Population Support
- 550 Wealth
Metropolis
Small Crystallium Red (50 Materia)
Heaven's Reach
Historical Paths
Exploration Era
Exp-1) World Type
- Hell World (Go to Exp-3)
- Various reasons exist to land on hell worlds. Habitability is not one of them.
Exp-3) Hell World
- Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
Exp-6) Precursor Relics
- Extensive (+ 250 dust, - 50 PIP)
- A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.
Exp-7) Feral Drones
- Extensive (+ 2500 fleet, + 100 Fabers)
- Extensive drone hives were almost exclusively found around red M-type stars.
Exp-8) Posthuman Footsteps
- Data Core (+ 150 applications, +1 Global Tech Level)
- Accessing data cores was a surefire way to increase technological development.
Exp-9) Location Routed (+10SP)
Colonization Era
Col-1) Axis Of Colonization
- Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . .
- Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices
- New Freedoms (+ 20 Transgene)
Col-6C) Idealism, Meet Reality
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Col-6D) Colonial Demographics
- Idealists (+ morale)
- Some decided to go to space to make their dreams of a better society come true
Col-6E) Backing
- Military Government Sponsored (+ 2,500 military)
- Discharge to the Rim
Col-6F) Colonists
- Fleeing Trangenes (+20 Transgenics)
- As the Brazilian miracle turned nightmare, many transgenes caught a boat
Col-7A) Local Affairs
- Warfare! (+2,500 military, go to Col-7C)
- General Veers, deploy your men
Col-7C) Warfare! Full Scale War (+5,000 military, + doctrines)
Breakdown Era
Break-5) Longshots, Isolated Again
- Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
War Era and Aftermath
War-1) Choose Your Side
- Independence! (+ 10,000 military, Go to War-9) *Must be Broken Down factional, any UN or Longshot
War-9A) Indie World Politics
- Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
- One or two worlds become what Stauss-Kaserists fear, a powerful and self-willed state that exposed a philosophy of transhuman dominance.
War-9B) Indie World Economics
- Transhuman Resources (+ 20 transgene, + 100 CIP, + 100 applications, +2 Global Techlevel + 10 SP, SP limit increased by 5)
- Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
War-9C) Indie World Military
- Soldier, Ask Not (++++ Doctrines, + 5,000 military)
- The meanest mercs to ever smash a world for a buck
Current Era
Cur-1) The Business of Government
- Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)
National Totals
Population: 180
PIP:675
CIP:625
Dust:250
Military: 42500(2500 Fleet)
Fabbers: 200
Wealth: 275
Apps: 250+120
Tech: 21
SP: 55, +30LIMIT
Transgene: 180
Morale:8
Relations:-1
Logistics: 50
Doctrines:70
SP Spending
Tech:10SP 25
Apps:10SP 120
Trans:6SP 12
Pop: 10SP 60
Doctrine:10SP 20 Points
Inner Haven National Creation
Exp-1) World Type
Exp-4) Terraformable World Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP, + 1 SP)
Exp-6) PrecursoExtensive (+ 200 dust, - 50 PIP)
Exp-7) Feral Drones None (+ 60 population, + 100 Wealth)
Exp-8) Posthuman Footsteps Data Core (+ 150 applications, +1 Global Tech Level)
Exp-9) Location Backwater (+ 100 PIP)
Col-1) Axis Of Colonization Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . . Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices New Freedoms (+ 20 Transgene)
Col-6C) Idealism, Meet Reality
Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta)
Pod People (+180 Population, 300W + 100 CIP)
Col-6D) Colonial Demographics Idealists (+ morale)
Col-6E) Backing Military Government Sponsored (+ 2,500 military)
Col-6F) Colonists
Fleeing Trangenes (+20 Transgenics)
Col-7A) Local Affairs Warfare! (+2,500 military, go to Col-7C)
Col-7C) Warfare! Training Ground (++ doctrines, + Logistics )
Break-5) Longshots, Isolated Again Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
War-1) Choose Your Side Independence! (+ 10,000 military, Go to War-9) *Must be Broken Down factional, any UN or Longshot
War-9A) Indie World Politics Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
War-9B) Indie World Economics The Tensor Building (+ 200 dust, + 100 CIP, + 2 Global Techlevel, + weapon application)
War-9C) Indie World Military
Soldier, Ask Not (++++ Doctrines, + 5,000 military, - 100 Wealth)
Cur-1) The Business of Government Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)