Second Sphere Technology Rules: Difference between revisions

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For every Tech Level that the advance is ''over'' the Tech Index, all costs are increased by 10%.<br>
For every Tech Level that the advance is ''over'' the Tech Index, all costs are increased by 10%.<br>
For every Tech Level the advance is more than 5 points below the Tech Index, all costs are reduced by 5% to a minimum of 50% of base.<br>
For every Tech Level the advance is more than 5 points below the Tech Index, all costs are reduced by 5% to a minimum of 50% of base.<br>
Secondary Indices only increase the cost if they are not matched, exactly as primary indices, and any cost increases are stacked.  Secondary indices do ''not'' reduce cost if they are exceeded.<br>
Finally, during nation generation, cost reduction due to high tech indices do not apply.  Cost increases due to insufficient tech indices ''do'' apply.


Furthermore, over time Tech Indices increases due to the effects of fundamental research being disseminated across the Sphere.  This means over time, more advanced technologies become cheaper to develop.
Furthermore, over time Tech Indices increases due to the effects of fundamental research being disseminated across the Sphere.  This means over time, more advanced technologies become cheaper to develop.

Latest revision as of 10:32, 14 August 2011

Basics

This page is entirely self-contained; references to tech index modifiers on other pages are duplications for completeness and/or clarity.

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A graphical representation of the relative tech levels and cost.

Technological development costs is controlled by the comparison of appropriate Tech Level ('Tech Index') compared to the Tech Level of the advance in question.

For every Tech Level that the advance is over the Tech Index, all costs are increased by 10%.
For every Tech Level the advance is more than 5 points below the Tech Index, all costs are reduced by 5% to a minimum of 50% of base.
Secondary Indices only increase the cost if they are not matched, exactly as primary indices, and any cost increases are stacked. Secondary indices do not reduce cost if they are exceeded.

Finally, during nation generation, cost reduction due to high tech indices do not apply. Cost increases due to insufficient tech indices do apply.

Furthermore, over time Tech Indices increases due to the effects of fundamental research being disseminated across the Sphere. This means over time, more advanced technologies become cheaper to develop.

Technological Fields

Not all technological research projects are created alike. Some are derivations of a long history or common need, while others are esoteric and specialized. Thus they are broken into several types as follows.

Common Technologies

Common Technologies are universally available and cover fields such as conventional newtonian propulsion systems, electronics, shipbuilding, various forms of weapons, materials science, biology and civilian engineering.

The following are all Common Technologies:

Shipbuilding
Aerospace Construction
Mecha Construction
Ground Vehicle Construction
Electrochemical Weapons
Railgun Weapons
Particle (Pulse-Beam) Weapons
Missiles
Propulsion (STL)
Materials
Stealth
Shields
Power
Electronics
AI
Transgenics
Cyberware/Supersoldier
Industrial/Mass Production
Catapult
Civilian

Signature Technologies

These are more unique technologies that are the outgrowth of strong, directed research into a specific field, one that is often neglected or unknown to others. These will often have commensurately high difficulties making them difficult (but not impossible) for others to research into them.

Signature Techs/Applications may be treated as Common Techs/Applications during nation creation only if their paths or template explicitely grants a starting amount into a Signature Tech.

The following are all Signature Technologies:

Mega Particle Weapons
Hangarize
Collarize
Advanced Stealth

Theotechnologies

The posthumans (and before them, the Precursors) used metric-alteration technology far beyond baseline human understanding. Even after a century of intensive investigation mankind's understanding of its operating principles is limited to hazy theories and empirical engineering uses.

Theotechnology will often rely upon a Common Tech as well, thus T-Forced Fusion Reactors will require a certain minimum Power tech index.

Theotechnology can have a very wide spread of difficulties; to compensate, artefacts and the expenditure of dust can temporarily increase the level of theotechnologies for research projects.

Basic Theotechnology
FTL Drives
Advanced Theotechnology
Xenotechnology


Up to 10 points of Basic Theotechnology can be converted into Advanced Theotechnology at a ratio of 1 Basic Theotech for 20 Advanced Theotech. Alternatively, up to 200 points of Advanced Theotechnology may be converted into Basic Theotechnology at the same ratio. Obviously, a nation may not decrease its Basic/Advanced Theotechnology rating below its General Tech Level in doing so.

National Tech Indices

Note that in all cases, specific Tech Levels override more general Tech Levels.

Any route that does not grant a tech index modifier instead provides 1 SP.

Universal

[No Suitable World|Adapt] +5 Transgenics
[No Suitable World|Build Our Own] +5 Xenotech or +2 Shipbuilding
[No Suitable World|Posthuman Structures] +5 Basic Theotech
[Hell World|Adapt] +5 Transgenics
[Hell World|Make Do] +2 to any two fields you have no other bonus in
[Hell World|Thousand-Year Plan] +5 civilian
[Terraformable World|Get to Work] +5 civilian
[Terraformable World|Artifact Rush] +5 Basic Theotech
[Terraformable World|Interesting Pharmaceuticals] +2 Transgenics
[Terraformable World|Terraforming Failure] +2 Vehicle Construction
[Garden World] +3 Civilian tech
[Posthumans|Observation Posts] +2 FTL
[Posthumans|Nano-Factories] +2 Mass Production
[Posthumans|Hostile as Fuck] +2 Materials
[Posthumans|Baby Singularity] +5 Basic Theotech
[Posthumans|Honeypot] +5 Basic Theotech
[Posthumans|Industrialized Spacetime And Magic] +100 Advanced Theotech

UN/Longshot

[Relations|Control Them] +2 Transgenics
[Relations|New Freedoms] +4 Transgenics
[UN Economics|Liberal Market Capitalism] +2 Electronics
[UN Economics|Regulated Market] +4 Civilian
[UN Economics|People Power] +2 Power
[UN Economics|Primarily Primary Industry] +2 Materials
[UN Economics|Warring Economy] +2 Propulsion
[UN Economics|Never Gelled] +2 Railguns
[UN Economics|ARROWs Formation] +2 Shields
[Idealism, Meet Reality|Pod People] +2 Transgene
[Idealism, Meet Reality|Posthuman Guidance] +100 Advanced Theotech
[Cut-Off|Shoot In] +100 Advanced Theotech

PACT

Global Technology Level: 20

Shipbuilding: +2
Carrier: +12
Aircraft: +5
Power: +5
Electronics: +5
Beam/Pulse Weapons: +5
Propulsion: +5
Stealth: +5
Transgenics: -5
[Relations|New Freedoms] +4 Transgenics
[PACT Economy|SIA's Graces] +100 Advanced Theotech
[Eridanus|Front Line State] +2 Particle weapons
[Eridanus|Drone Deconstructors] +10 Xenotech
[Cut-Off|Shoot In] +100 Advanced Theotech
[Politics|Peacekeeping] Ground +5
[Politics|Corporate State] Civilian Tech +5
[Politics|Transhumanize!] Transgenics +5 [20]
[Economy|Ignore the War] Civilian Tech +5
[Economy|Center for Research] Global Tech Level +4 [24]
[Economy|Arms Production Center] Particle Weapons +3 [28], Mass Production +2 [22]
[Economy|Blood for Dust] Basic Theotech: +15 [35]
[Military|Zoom and Boom] Propulsion +5 [25]
[Military|The Fleet does the Flying ] Materials +5 [25]
[Military|Send in the Marines]: Ground Vehicles +5 [25]
[Military|Rangers Lead The Way] Ground +5 [25]
[Military|Area 52] Technology +4 (Any)
[Military|Once Tom Clancy Is Mass Produced...] Stealth +3 [28]
[Military|Keep 'em Flying] Civilian Tech +3 [23]
[Military|Tin Soldiers] AI +5 [25]
[Military|Beta Carbon Samurai] Mecha +3 [23], Propulsion +2 [22]

EU

Global Technology Level: 20

Shipbuilding: +5
Ground Vehicles: +5
Materials: +5
Railguns: +5
Missiles: +5
Shields: +5
Mass Production: +5
Transgenics: -10
Catapults: +30
[Relations|New Freedoms] +4 Transgenics
[EU Economy|Lingering Posthuman Help] +20 Basic Theotech
[Project PRISM|Beyond The Aquila Rift] +2 Shipbuilding
[Project PRISM|Heart Of Darkness] +10 Basic Theotech
[Politics|Fraying Patchwork] Transgenics +5 [15]
[Politics|Outstretched Hand] Propulsion +2 [22], Shipbuilding +2
[Politics|Light into Darkness] Shipbuilding +4
[Politics|To Go Boldly] Basic Theotech +15 [35]
[Economy|Ignore the War] Civilian Tech +5
[Economy|Center for Research] +4 Global Tech Level [24]
[Economy|Arms Production Center] Railguns +3 [33], Mass Production +2 [22]
[Economy|Ignore the War] +5 Civilian Tech
[Military|Drastic Military Reformation] Any Technology +4
[Military|New Golden Age] Shields +5 [25]
[Military|Gundam Counterattack] Mecha +5 [25]
[Military|Foreign Legionnaries] Infantry +5 [25]
[Military|The Special Aerospace Service] Stealth +5 [25]
[Military|The Silent Service] Stealth +5 [25]
[Military|Keep 'em Flying] +3 Civilian Tech
[Military|Tin Soldiers] +5 AI [25]
[Military|NELSON Uplink] Railguns +2 [32], Electronics +2 [22]

China

Global Technology Level: 20

Shipbuilding: +10
Aircraft: +5
Electronics: +5
Missiles: +5
Mass Production: +5
Transgenics: -2 [18]
[Relations|Control Them] +2 Transgenics
[Relations|New Freedoms] +4 Transgenics
[Exhumanism|Cut a Deal] +2 Infantry weapons
[Exhumanism|Successionism and Secrets] +3 Transgenics
[Politics|Running Back into the Fold] +5 Civilian Tech
[Politics|Still Free] +4 Weapons Tech (any)
[Politics|One Nation, Twenty Systems] +5 Civilian Tech
[Politics|Send in the Blue-Helmets] -2 Global Techlevel, +2 Missiles Tech [30]
[Economy|Former Trading Hub] +5 Civilian Tech
[Economy|Nationalized] +4 Mass Production Tech
[Economy|Financially Independent] +5 Civilian Tech [25]
[Economy|Brain Drain] -2 Global Techlevel
[Economy|Outsystem Research Facility] +2 Any Technology [22], +2 Any Other Technology [22]
[Military|Supersoldier Factory] Transgenics +3 [21], Infantry +2 [22]
[Military|Got a PLAN] Materials +5 [25]
[Military|Long March into Space] Propulsion Tech +5 [25]
[Military|Crysis Situation] Stealth +3 [28]
[Military|FIST Teams] Ground Vehicles + 5 [25]
[Military|Steel Dragons] Mecha +5 [25]
[Military|Fort Up] Shields +5 [25]

Russia

Global Technology Level: 20

Shipbuilding: +5
Parasites: +20
Aerospace: +5
Propulsion: +5
Materials: +5
Railguns: +5
Stealth: +5
Transgenics: -2
[Politics|Fourth Rome] Transgenics +2 [20]
[Politics|Whatever The Cost] Transgenics +2 [20], Mass Production +4, Civilian Tech -2 [18]
[Politics|Sovetskiy Soyuz] Propulsion +2, Power +2
[Politics|Where No Man Has Gone] +20 Basic Theotech [40]
[Economy|Industrial Heartlands] Mass Production +4
[Economy|Resurgent Economy] Civilian Tech +5 [25]
[Economy|Infodump] +4 Global Tech Level [24]
[Economy|The Transcension Machine] +20 Basic Theotech [40] OR +580 Advanced Theotech [600]
[Economy|Novaya Ekonomicheskaya Politika] +5 Transgenics
[Economy|RDSU995] Xenotech +10
[Military|Big Gun Lobby] Materials +2, Propulsion +2, Shipbuilding +3, Stealth -2
[Military|Flight of the Cheeta] Aircraft +5
[Military|Men of Steel] Transgenics +3 [21], Infantry +2 [22]
[Military|Rushin' Robots] +5 AI [25]
[Military|Under the Radar] Stealth +5 [25]
[Military|Shock Army] Ground +5
[Military|Category B] Shipbuilding +2

ZOCU

Global Technology Level: 18

Shipbuilding: -3
Hangarize: +32
Mecha: +7
Power Systems: +7
Shields: +7
Mega Particle Weapons: +32
Basic Theotech: +22
[Politics|Put It Behind Us] +5 Civilian Technology
[Politics|Guiding Star] Transgenics +2 [20]
[Politics|House of War] Transgenics +2 [20]
[Politics|Internal Collapse] Any Weapon: +2, Ground +5, Civilian -3
[Economy|Regional Hub] Civilian Technology +5
[Economy|Center for Research] +4 Global Tech Level
[Economy|Arms Production Center] Mass Production +5
[Economy|Transhuman Resources] Transgenics +5
[Economy|Crash Industrialization] Mass Production +7, Civilian Technology -2
[Military|Fort Up] Materials +5 [23]
[Military|Fight in the Jungles] Infantry +5 [23]
[Military|Giant Robots Rule] Mecha +2 [27], Propulsion +3 [21]
[Military|The Silent Service] Stealth +5 [23]
[Military|Midseason Uglies] Basic Theotech: +5
[Military|Endseason Boss Suits] Advanced Theotech +680
[Military|Low Profile] Electronics +5 [23]
[Military|Crush them WITH YOUR MIND] Transgenics +5 [23]

League

Global Technology Level: 12

Shipbuilding: +6
Parasites: +38
Ground: +8
Projectiles: +13
Lasers: +13
Materials: +3
Mass Production: +13
Feral Xenotech: +38
[Politics|Be Interventionist] Railguns +2, ETC +2, Missiles +2
[Politics|Still Alive (And Out There!)] -2 Global Tech Level [10]
[Politics|Law of the Gun] +5 Any Weapons Tech [17]
[Politics|Transhuman Supremacy] +5 Transgene
[Politics|Evil to Fight Evil] +5 Transgene
[Politics|Nobel War Prize] Power +1, Electronics +1, Shields +1, Materials +1
[Politics|Hyper-Patriotic Space Internet] AI +5
[Economy|Regional Hub] +5 Civilian Tech [17]
[Economy|League Production Center] Mass Production +5
[Economy|Exploration Launching Port] +8 Basic Theotech [20], +10 Collarize [40]
[Economy|Regional Port] Shipbuilding +5 [17], Collarize +5 [35]
[Economy|Mao Mode] -2 Global Tech Level [10]
[Economy|Stalin Mode] +3 Any 2 Weapons Techs [15], -2 Civilian Tech [10]
[Economy|JITTerbugs]] Mass Production +5
[Military|Battlefield World] Infantry +5 [17]
[Military|Salvation Armada] Mass Production +5
[Military|Magnate Killteams] Stealth +3 [15], Infantry +2 [14]
[Military|Copycat] +8 Mecha [20]
[Military|High Tech Bullshit] +3 Global Tech Level
[Military|Core Naval Advisory] FTL +8

Magnate

Global Technology Level: 16

Parasites: +29
Railguns +4
Lasers: +9
Materials +4
Transgenics +9
Ground +4
Mass Production: +4
Xenotech +14
[Socio-Economic|We're People Too]: +2 Global Tech Level [18], +4 Civilian Tech [20]
[Socio-Economic|THINK HARDER]: +4 Global Tech Level [20]
[Socio-Economic|Exhumanize!] Transgenics +5, Xenotech +5
[Socio-Economic|Time-Motion Engineers]: +4 Shipbuilding [20], Collarize +10 [40]
[Socio-Economic|We come in Sixpacks]: +2 Mass Production Tech [18]
[Socio-Military|Evangelical Transhumanism]: +2 Propulsion [18], Collarize +5 [35]
[Socio-Military|Face Dancers]: +9 Stealth Tech [25]
[Socio-Military|Series VII Replicants]: +3 Ground [23], +3 Transgenics [28]
[Socio-Military|Holy Shit It's the Clans]: +4 Global Tech Level [20], +2 Weapons Tech [22], -4 Civilian Tech [16]
[Socio-Military|The Science of War] Power +1, Electronics +1, Shields +1, Materials +1, Transgenics +2
[Socio-Military|Reverse Engineering]: +4 Mecha Tech [20], +10 Xenotech [40]
[Socio-Military|War Winner]: +24 Basic Theotech [40]
[Socio-Military|Unpack and Possess] Mass Production +5

Independent

Global Technology Level: 18

10 points to distribute as desired, no more than +3 points in any single field
[Politics|Get Sirius] Shipbuilding -3, Hangarize +25, Power Systems: +7
[Politics|Be Interventionist] Ground +2 [20], Aircraft +2 [20]
[Politics|Core Subversion] Civilian +5
[Politics|Fie on the Homeland] Global Tech -3 [15]
[Politics|[Still Alive (and out there!)] Global Tech -8 [10]
[Politics|Phezzan] Stealth +7 [25]
[Politics|Transhuman Supremacy] Transgenics +5
[Economy|Regional Hub] Power +5, Shields +5, Civilian +7
[Economy|Expanse Production Center] Shipbuilding +5, Materials +5, Mass Production +7
[Economy|Transhuman Resources] Transgenics +10, +5 Electronics
[Economy|[Center for Research] Global Tech Level +4 [22]
[Economy|The Tensor Building] Global Tech Level +2 [20], Specific Weapon Tech +5 [25], Basic Theotech +10
[Economy|Exploration Launching Point] Shipbuilding +5, Propulsion +5
[Economy|Crash Industrialization] Mass Production +7
[Economy|Bunker Mentality] Infantry +10, Materials +5
[Economy|Black Market Hub] Stealth +5, Electronics +5
[Economy|Fab It Good!] Xenotech +15, Mass Production +5
[Military|Fort Up] Ground +10, Materials +5, Shields +5
[Military|Salvation Armada] Mass Production +7 [25], Shipbuilding +5
[Military|Zoom and Boom] Aircraft +7 [25], Power +5, Propulsion +5
[Military|The Fleet does the Flying] Shipbuilding +7, Specific Weapon Tech +5, Materials +5
[Military|Friends from ZOCU] Mega Particle Weapons +27 [45], Mecha +7 [25], Power +5
[Military|We ♥ Mecha] Mecha +12, Propulsion +5
[Military|Supertech Bullshit] More Details
[Military|Hypertech Bullshit] More Details
[Military|Low Profile] Stealth: +7 [25], Electronics +5, Infantry +7
[Military|Soldier, Ask Not] Infantry +7, Ground +7, Railguns +7
[Military|Corporate Security] Basic Theotech +10, FTL +5