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===History Path Bonuses===
====SP====
SP (Starting Points) are bonus points that you can spend to customize your nation after it has gone through the history paths.
====Population====
Population represents the number of inhabitants in your nation.  A nation with many dots in Population will have an intrinsically larger population base and consequently a larger draft pool and strong economic base.  It also makes military support cheaper, as wages are lower.  However, a nation with a large population and relatively low wealth bonuses has low per-capita income and its citizens will be relatively badly off compared to the norm.
====Transgene====
Many people across the human-explored galaxy have augmented themselves through genetic technology, passing along modified traits to their children.  Transgene is a representation of how significant and/or how common they are..  At low levels (1-2) they typically represent a minority group with significant augmentations or minor widespread effects.  At moderate levels (3-4) they represent a population that is dominantly (>90%) transgene, generally of a single 'template' (eg, Ishtar upgrade, Coordinator pattern, etc).  A high levels (5+) it represents a population that has multiple different 'templates' in large quantities, or less commonly a single radically upgraded (and generally cost-inefficient) template.  Examples would be Haraway's World for the former and Adhara for the latter.
====Morale====
Morale represents your government's popular support in the eye of its people.  At negative levels it generally means you have significant outstanding issues, while at high positive levels it represents nearly fanatical devotion to 'the cause'.  Be wary though, it may mean that going directly against prior politices your people approved off will lead to domestic uphevals . . .
====PIP===
PIP (Primary Industrial Points) are your nation's heavy industries, a holistic measure of your resource extraction and assembly abilities.  It is your steel mills, your mines and your shipyards and all units and items are built wherever their PIP is spent.  PIP ultimately represents the 'low-tech' end of industry.
====CIP====
CIP (Complex Industrial Points) are your nation's precision manufacturing and intellectual production abilities.  These are your computer programmers, your chip foundries and your advanced materiels labs.  Unlike PIP, CIP is highly portable as it is high-value, low-mass/volume items, and as a result is it relatively trivial to ship CIP between worlds.  CIP ultimately represents the 'high-tech' end of industry.
====Fabers====
Fabers - Fabricators - or Cornucopia Machines are sophisticated posthuman-derived nanotech assembly plants.  They can, within reason, build ''anything'', so long as the operator has raw materiels and faber blueprints.  Normally build into 'dumpers' which are large lift vehicle sized drop capsules they were common spread in colonies set up in the late 20th century.  Many have since been disassembled due to age, but many others still operate in the Expanse.  They can output PIP or CIP in whatever ratio the operator desires.
===The Paths===
A1) Initial Colonization Mission Type
A1) Initial Colonization Mission Type
:Longshot Mission (+ Faber)
:Longshot Mission (+ Faber)

Revision as of 00:04, 17 July 2009

History Path Bonuses

SP

SP (Starting Points) are bonus points that you can spend to customize your nation after it has gone through the history paths.

Population

Population represents the number of inhabitants in your nation. A nation with many dots in Population will have an intrinsically larger population base and consequently a larger draft pool and strong economic base. It also makes military support cheaper, as wages are lower. However, a nation with a large population and relatively low wealth bonuses has low per-capita income and its citizens will be relatively badly off compared to the norm.

Transgene

Many people across the human-explored galaxy have augmented themselves through genetic technology, passing along modified traits to their children. Transgene is a representation of how significant and/or how common they are.. At low levels (1-2) they typically represent a minority group with significant augmentations or minor widespread effects. At moderate levels (3-4) they represent a population that is dominantly (>90%) transgene, generally of a single 'template' (eg, Ishtar upgrade, Coordinator pattern, etc). A high levels (5+) it represents a population that has multiple different 'templates' in large quantities, or less commonly a single radically upgraded (and generally cost-inefficient) template. Examples would be Haraway's World for the former and Adhara for the latter.

Morale

Morale represents your government's popular support in the eye of its people. At negative levels it generally means you have significant outstanding issues, while at high positive levels it represents nearly fanatical devotion to 'the cause'. Be wary though, it may mean that going directly against prior politices your people approved off will lead to domestic uphevals . . .

=PIP

PIP (Primary Industrial Points) are your nation's heavy industries, a holistic measure of your resource extraction and assembly abilities. It is your steel mills, your mines and your shipyards and all units and items are built wherever their PIP is spent. PIP ultimately represents the 'low-tech' end of industry.

CIP

CIP (Complex Industrial Points) are your nation's precision manufacturing and intellectual production abilities. These are your computer programmers, your chip foundries and your advanced materiels labs. Unlike PIP, CIP is highly portable as it is high-value, low-mass/volume items, and as a result is it relatively trivial to ship CIP between worlds. CIP ultimately represents the 'high-tech' end of industry.

Fabers

Fabers - Fabricators - or Cornucopia Machines are sophisticated posthuman-derived nanotech assembly plants. They can, within reason, build anything, so long as the operator has raw materiels and faber blueprints. Normally build into 'dumpers' which are large lift vehicle sized drop capsules they were common spread in colonies set up in the late 20th century. Many have since been disassembled due to age, but many others still operate in the Expanse. They can output PIP or CIP in whatever ratio the operator desires.


The Paths

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 (+ morale)
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 (+ military, + doctrines, - pop)
Feral Drone Attack (+ military)
Supply Dump (+ Helium)
Training Ground (+ doctrines)
Regime Changed (+ military, + logistics, - morale)
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 (- theta, Go to H1)
The EU Includes Us (- theta, Go to I1)

F1) Indie World Politics

Get Sirius (+ hangarize, + 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)
The HECsagon (+++++ Helium, - military, - PIP)

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)
The Silent Service (+ stealth technology, + CIP, + dust, + ship technology)
Midseason Uglies(+ Theta, + tech, + CIP)
Low Profile (+ sneaky stuff, + CIP, ++ doctrines)
Crush them WITH YOUR MIND (+ transgene, + CIP, ++ tech)

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)
Transhumanize! (+ transgene, + CIP, + tech, - Morale)

H2) PACT World Economics

Ignore the War (++ wealth, ++ pop, - logistics)
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, - 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)
Tin Soldiers (++ AI tech, + ground doctrine, + air doctrines)

I1) EU World Politics

Bureaucracy as Usual (+ Pop, + PIP, + logistics, - wealth)
New European Millenium (+ Military, + Technology, + Morale, - Rim relations)
Credits to Society (+ Pop, + Wealth, + Morale, - military)
To Go Boldly (+ tech + military, + CIP, - wealth)
Fraying Patchwork (+ transgene, + military, + logistics, - morale)

I2) EU World Economics

Ignore the War (++ wealth, ++ pop, - logistics)
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)
Tin Soldiers (++ AI tech, + ground doctrine, + air doctrines)


Starting Tech Bonuses (Tentative)

ZOCU: + Mecha Tech, + Mega-Particle Tech, + Shield tech, + propulsion tech, + Hangarize, - shipbuilding
PACT: + Aerospace Technology, + ECM Technology, + Pulse Tech, + Carrier Technology
EU: + Naval Technology, + Ground Tech, + Railgun Technology, + Defensive Technology
Independent: ++++ Technology (any), - shipbuilding


Noncannon Ideas