Second Sphere History Paths: Difference between revisions

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:Become energy independent (+ Helium, + dust)
:Become energy independent (+ Helium, + dust)
:Get UN Aid/Refugee Center (+ logistics, + pop)
:Get UN Aid/Refugee Center (+ logistics, + pop)
:Societal Collapse (+ military, + doctrines, + morale, - pop)
:Revolution! (+ military, + doctrines, + morale, - pop)
:Theta Hub (+ theta, + wealth, - dust)
:Theta Hub (+ theta, + wealth, - dust)



Revision as of 21:12, 13 July 2009

A1) Initial Colonization Mission Type

Longshot Mission (+ Faber)
Resource Base (+ PIP)
Early National (+ CIP)
Late National (+ pop)

A2) Initial Colony Population

Dominantly Transgene (+ transgene)
Mixed (+ SP)
Dominantly Baseline (+ pop)

A3) Destination World

No Suitable World (Go to A4)
Hell World (Go to A5)
Resource Rich World (Go to A6)
Terraformable World (go to A7)
Garden World (Go to A8)

A4) No Suitable World

Adapt (Radical Morphological Change)
Build Our Own (+ PIP)
Posthuman Structures (+ dust)

A5) Hell World

Adapt (Radical Morphological Change)
Tough It Out (+ Morale, Balls)
Make Do (Scraphunters)

A6) Resource Rich World

Simple Ores (+ PIP)
Fascinating Pharmaceuticals (+ Wealth)
Relic Dust (+ Dust)

A7) Terraformable World

Get To Work (+ pop)
Artifact Rush (+ PIP)
Terraforming Failure (Defensible)

A8) Garden World

Population Boom (++ pop, - wealth)
Cash Crop (+ Wealth)
Xenomorphs (+ military)

B1) History of the Colony, Volume 1

Quiet (+ Wealth, + population)
Transgene Migration (+ transgene, + population)
Crisis (+ Stockpiles, Go to B2)
Military Action (+ Military, Go to B3)
Artifact Find (+ dust, Go to B4)

B2) Crisis Situation!

Sudden Change of Government
Get Help from Earth (+ logistics)
Tough it Out (+ Doctrines)
Shoot it Repeatedly (+ military)
Muddle Through (+ PIP)
Privatize It (+ wealth)
Innovate Madly (+ CIP)

B3) Military Action!

Narco-Warfare
Feral Drone Attack (+ military)
Supply Dump (+ Helium)
Training Ground (+ doctrines)
Regime Changed
Miner Beatdown (+ PIP)
Superpower Squabble (+ logistics)

B4) Artifacts!

Feral Drone Attack (+ military)
Ancient Resources (+ dust)
Extra Fabs (+ fabbers)
Useful Finds (+ CIP)
Reverse-Engineerable (+ tech)
Active Machinery (+ theta, - dust)

C1) History of the Colony, Volume II Repeat B1, then continue to D1

D1) The Breakdown

Isolated (+ stockpiles, Go to D2)
Broken-down (+ PIP, Go to D3)
Catapulted (+ wealth, Go to D4)

D2) Isolated

Juche! (+ PIP, + helium)
Tough it Out (+ Doctrines, + morale)
Transgene Invasion II: The Boys from Brazil (+ Military, + doctrines, + PIP, - Transgene)
Go Weird (++ Transgene)
Strange Discovery (+ dust, choose from B4)

D3) Broken-down

Civil Unrest (++ military)
Become energy independent (+ Helium, + dust)
Get UN Aid/Refugee Center (+ logistics, + pop)
Revolution! (+ military, + doctrines, + morale, - pop)
Theta Hub (+ theta, + wealth, - dust)

D4) Catapulted

Quiet (+ Wealth, + pop)
Trade Hub (+ wealth, + PIP)
ARROWS Staging Area (+ logistics, + military)
Hyperdrive Repair Research (+ CIP, + tech)
Catapult Construction (+ dust, + PIP)

E1) The Zodiac Organization

Independence! (Go to F1)
Solidarity! (Treaty of Sirius, Go to G1)
Sign the PACT (Go to H1)
The EU Includes Us (Go to I1)

F1) Indie World Politics

Get Sirius (+ tech, + morale, + ZOCU relations, - Treaty of Sirius)
Be Interventionist (+ Military, + logistics)
Core Subversion (+ dust, + SP, + logistics, - morale)
Take a Third Option (+ logistics, + Relations with secondary powers)
Fie On The Homeland (+ PIP, ++ logistics, - non-Rim relations)
Still Alive (and out there!) (++ PIP, + Dust, - tech)
Phezzan (+ sneaky shit, + all relations, - military)
Planet Wal*Mart (++ PIP, + Wealth, + ARROWs relations, - military)
Law of the Gun (++ Military, + PIP, - Morale)
Transhuman Supremacy (++ Transgene, + Morale, - relations)
Ideological Purification (++ Morale, + PIP, - CIP, - relations)

F2) Indie World Economics

Regional Hub (++ wealth, + pop)
Transhuman Resources (+ transgene, + wealth, + tech)
Center for Research (++ RP, + tech, + CIP, - PIP)
The Tensor Building (+ dust, + CIP, + RP, + weapon tech)
Artifact Central (++ dust, + tech)
Exploration Launching Point (+ dust, ++ logistics, + FTL tech, - military)

F3) Indie World Military

Fort Up (+ military, + defensive stuff, + ground doctrines, + ground tech)
Salvation Armada (+++ military, + logistics)
Zoom and Boom (+ military, + air doctrines, ++ aircraft tech)
The Fleet does the Flying (+ military, + PIP, + fleet doctrines, + ship tech)
Friends from ZOCU (+ ground doctrines, + air doctrines, + mecha tech, + mega particle tech)
Hypertech Bullshit (+ theta, ++ tech)
Low Profile (+ sneaky stuff, + CIP, ++ doctrines)
Scrap Heaps (++ PIP, ++ logistics, ++ military, -CIP, - tech)

G1) ZOCU World Politics

Put It Behind Us (+ Wealth, + Pop)
Never Forget (+ military, + logistics)
Guiding Star (+ ZOCU relations, + morale)
House of War (+ morale, + transgene, + ground doctrines, - core relations)
Internal Collapse (+ military, + SP, + logistics, - morale)
Hardliner Ouster (+ morale, + ARROW relations, + Core relations, - ZOCU relations)

G2) ZOCU World Economics

Regional Hub (++ wealth, + pop)
Transhuman Resources (+ transgene, + wealth, + tech)
Center for Research (++ RP, + tech, + CIP, - PIP)
Arms Production Center (+ PIP, + RP, + weapon tech)
Postwar Depression (+ Logistics, + military, + CIP, ++ PIP, -- Wealth)
Crash Industrialization (+ CIP, + PIP, + Wealth)

G3) ZOCU World Military

Fort Up (+ military, + defensive stuff, + ground doctrines, + ground tech)
Fight in the Jungle (++ ground doctrines, ++ morale, + ground tech, - pop)
Giant Robots Rule (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
Zoom and Boom (+ military, + air doctrines, ++ aircraft tech)
Low Profile (+ sneaky stuff, + CIP, ++ doctrines)

H1) PACT World Politics

New American Millenium (+ Military, + Technology, + Morale, - Rim relations)
Hope and Change (+ Wealth, + Pop)
American-Led Peacekeeping (++ dust, + SP, + logistics, - morale, - pop)
Corporate State (+ Wealth, + Tech)

H2) PACT World Economics

Ignore the War (++ wealth, ++ pop)
Center for Research (++ RP, + tech, + CIP, - PIP)
Arms Production Center (+ PIP, + RP, + weapon tech)
Postwar Depression (+ Logistics, + military, + CIP, ++ PIP, -- Wealth)
Blood for Dust (+ Theta, ++ logistics, + military, - morale)

H3) PACT World Military

Zoom and Boom (+ military, + air doctrines, ++ aircraft tech)
The Fleet does the Flying (+ military, + PIP, + fleet doctrines, + ship tech)
Send in the Marines (+ ground tech, + military, ++ ground doctrines)
Rangers Lead The Way! (+ sneaky stuff, + CIP, ++ doctrines)
Area 52 (++ doctrines, ++ Tech)
Once Tom Clancy Is Mass Produced... (+ stealth technology, + CIP, ++ aerospace technology)
Keep 'em Flying (++ Logistics, ++ Cargo)

I1) EU World Politics

Bureaucracy as Usual (+ Pop, + PIP, + logistics, - wealth)
New European Millenium (+ Military, + Technology, + Morale, - Rim relations)

I2) EU World Economics

Ignore the War (++ wealth, ++ pop)
Regulated Economic Market (+ CIP, ++ PIP, + Morale, - Wealth (Regulation))
Center for Research (++ RP, + tech, + CIP, - PIP)
Arms Production Center (+ PIP, + RP, + weapon tech)
Postwar Depression (+ Logistics, + military, + CIP, ++ PIP, -- Wealth)
Neo-Luddite Movement (+ Pop, + logistics, ++ PIP, - CIP)

I3) EU World Military

Drastic Military Reformation (++Doctrines, +Technology, -Military)
New Golden Age (+ Naval Technology, + Naval Doctrine, ++ Warships, - Ground Forces)
Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
Foreign Legionnaires (+ ground tech, + military, + ground doctrines, + logistics)
The Special Aerospace Service (+ sneaky stuff, + CIP, ++ doctrines)
The Silent Service (+ stealth technology, + CIP, + dust, + ship technology)
Keep 'em Flying (++ Logistics, ++ Cargo)

Noncannon Ideas