Second Sphere History Paths: Difference between revisions
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A1) Initial Colonization Mission Type | A1) Initial Colonization Mission Type | ||
:Longshot Mission (+ Faber) | :Longshot Mission (+ Faber) | ||
::The first colonies went out with the blessings of the posthumans, bringing with them compact universal fabricators. Some, headed for the far Rim, have not even be recontacted, over a century later. | |||
:Resource Base (+ PIP) | :Resource Base (+ PIP) | ||
::Some worlds were claimed because they had ample resources, often by corporations. | |||
:Early National (+ CIP) | :Early National (+ CIP) | ||
::The first offworld colonies have matured to feature a modern, high-tech economy. | |||
:Late National (+ pop) | :Late National (+ pop) | ||
::Later colonies tended to recieve additional settlers from Earth. | |||
A2) Initial Colony Population | A2) Initial Colony Population | ||
:Dominantly Transgene (++ transgene) | :Dominantly Transgene (++ transgene) | ||
::A number of worlds were settled almost exclusively by transgenes, or else took a policy of subsidizing transgenic upgrades. | |||
:Mixed (+ transgene, + SP) | :Mixed (+ transgene, + SP) | ||
::Other worlds have a mixed population to this day, due perhaps to multiple colonization waves or an inefficiently applied subsidy program. | |||
:Dominantly Baseline (+ pop, + logistics) | :Dominantly Baseline (+ pop, + logistics) | ||
::Most worlds near the Earth have populations made up almost exclusively of 'baseline' humans, often the results of eco-exodus efforts by various Earth nations. | |||
A3) Destination World | A3) Destination World | ||
:No Suitable World (Go to A4) | :No Suitable World (Go to A4) | ||
::Unfortunately, sometimes a prime spot simply lacks a nice place to drop your cities down, or your FTL drive wandered off-course. Time to build your own! | |||
:Hell World (Go to A5) | :Hell World (Go to A5) | ||
::Various reasons exist to land on hell worlds. Habitability is not one of them. | |||
:Resource Rich World (Go to A6) | :Resource Rich World (Go to A6) | ||
::Some worlds or systems were identified to be particularly rich in ores or other valuable resources, with terracompatibility a secondary criteria. | |||
:Terraformable World (go to A7) | :Terraformable World (go to A7) | ||
::There is a finite number of garden worlds within easy reach of human starships, but many more marginal worlds that with a bit of work can become comfortable places to live. | |||
:Garden World (Go to A8) | :Garden World (Go to A8) | ||
::The gems of any colonization effort, most garden worlds were seeded with life more than a hundred million years ago by the Precursors, the garden-gods of the Milky Way. | |||
A4) No Suitable World | A4) No Suitable World | ||
:Adapt (Radical Morphological Change) | :Adapt (Radical Morphological Change) | ||
::In a world with no up or down, the man with hands for feet is king. | |||
:Build Our Own (+ PIP) | :Build Our Own (+ PIP) | ||
::Gerald O'Neil gave us the plans, all we need is effort. | |||
:Posthuman Structures (+ dust) | :Posthuman Structures (+ dust) | ||
::Some posthuman structures can be used as foundations for larger, human habitats. | |||
A5) Hell World | A5) Hell World | ||
:Adapt (Radical Morphological Change) | :Adapt (Radical Morphological Change) | ||
::A normal human won't survive Chernobyl Beta. A ''normal'' human. | |||
:Tough It Out (+ Morale, Balls) | :Tough It Out (+ Morale, Balls) | ||
::We've defeated everything this world could throw at us. | |||
:Make Do (Scraphunters) | :Make Do (Scraphunters) | ||
::We're not where we wanted to be and there's no way back, so we need to use absolutely everything to its utmost. | |||
A6) Resource Rich World | A6) Resource Rich World | ||
:Simple Ores (+ PIP) | :Simple Ores (+ PIP) | ||
::Geologic processes can concentrate ores into deposits that are far more lucrative than sifting through asteroids. | |||
:Fascinating Pharmaceuticals (+ Wealth) | :Fascinating Pharmaceuticals (+ Wealth) | ||
::Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels. | |||
:Relic Dust (+ Dust) | :Relic Dust (+ Dust) | ||
::The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust. | |||
A7) Terraformable World | A7) Terraformable World | ||
:Get To Work (+ pop) | :Get To Work (+ pop) | ||
::Once the terraforming efforts have begun, many worlds were opened up for additional waves of colonists. | |||
:Artifact Rush (+ PIP) | :Artifact Rush (+ PIP) | ||
::Sometimes artifacts of posthuman provenance are found, leading to a surge of investment in an effort to extract them. | |||
:Terraforming Failure (Defensible) | :Terraforming Failure (Defensible) | ||
::The worst-case scenario is a chaotic destabilization of the planet's climate, often making things ''worse'' than when they started. | |||
A8) Garden World | A8) Garden World | ||
:Population Boom (++ pop, - wealth) | :Population Boom (++ pop, - wealth) | ||
::With Earth's overpopulation causing significant ecological effects, efforts were made to move as many people off-world as reasonably possible. | |||
:Cash Crop (+ Wealth) | :Cash Crop (+ Wealth) | ||
::Agriculture has been the base of Earth's economy for ten thousand years. Who's to say it won't be in out in space? | |||
:Xenomorphs (+ military) | :Xenomorphs (+ military) | ||
::This garden has snakes. | |||
B1) History of the Colony, Volume 1 | B1) History of the Colony, Volume 1 | ||
:Quiet (+ Wealth, + population) | :Quiet (+ Wealth, + population) | ||
::A few decades of quiet is what every colony aspires for. | |||
:Transgene Migration (+ transgene, + population) | :Transgene Migration (+ transgene, + population) | ||
::Stauss-Kaserism proved to be a significant disincentive for transgenes to stay in the Core. | |||
:Crisis (+ Stockpiles, Go to B2) | :Crisis (+ Stockpiles, Go to B2) | ||
::Oh God oh God oh God | |||
:Military Action (+ Military, Go to B3) | :Military Action (+ Military, Go to B3) | ||
::General Veers, deploy your men. | |||
:Artifact Find (+ dust, Go to B4) | :Artifact Find (+ dust, Go to B4) | ||
::We're picking something decidedly odd on the scope. | |||
B2) Crisis Situation! | B2) Crisis Situation! | ||
:Sudden Change of Government (+ morale) | :Sudden Change of Government (+ morale) | ||
::Viva la revolution! | |||
:Get Help from Earth (+ logistics) | :Get Help from Earth (+ logistics) | ||
::We're here to help. | |||
:Tough it Out (+ Doctrines) | :Tough it Out (+ Doctrines) | ||
::Everything is a learning experience. | |||
:Shoot it Repeatedly (+ military) | :Shoot it Repeatedly (+ military) | ||
::Exactly what it says. | |||
:Muddle Through (+ PIP) | :Muddle Through (+ PIP) | ||
::We'll just fill the holes in afterwards. | |||
:Innovate Madly (+ CIP) | |||
::Sometimes, the simple solutions aren't the best ones. | |||
:Privatize It (+ wealth) | :Privatize It (+ wealth) | ||
: | ::We'll have ''Haliburton'' fill the holes in. | ||
B3) Military Action! | B3) Military Action! | ||
:Narco-Warfare (+ military, + doctrines, - pop) | :Narco-Warfare (+ military, + doctrines, - pop) | ||
::Some sort of intercine warfare. May not actually involve drugs, though either way it's unpleasant for the locals. | |||
:Regime Changed (+ military, + logistics, - morale) | |||
::An external power has swept in and replaced El Generalisimo with the Shah. | |||
:Feral Drone Attack (+ military) | :Feral Drone Attack (+ military) | ||
::Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years. | |||
:Supply Dump (+ Helium) | :Supply Dump (+ Helium) | ||
:Superpower Squabble (+ logistics) | |||
::Various campaigns and operations required significant sources of supplies. Your world is the recipient of one such. | |||
:Training Ground (+ doctrines) | :Training Ground (+ doctrines) | ||
: | ::Various military forces chose exotic and interesting locales to train their troops. | ||
:Miner Beatdown (+ PIP) | :Miner Beatdown (+ PIP) | ||
: | ::An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should. | ||
B4) Artifacts! | B4) Artifacts! | ||
:Feral Drone Attack (+ military) | :Feral Drone Attack (+ military) | ||
::Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years. | |||
:Ancient Resources (+ dust) | :Ancient Resources (+ dust) | ||
::The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust. | |||
:Extra Fabs (+ fabbers) | :Extra Fabs (+ fabbers) | ||
::A few colonies recieved an extra set of fabers, effectively jump-starting their industry. | |||
:Useful Finds (+ CIP) | :Useful Finds (+ CIP) | ||
::Some posthuman technology is fairly simple and suitable for everyday use. | |||
:Reverse-Engineerable (+ tech) | :Reverse-Engineerable (+ tech) | ||
::Others, however, takes rather more understanding, though it gives a big leg up on technological development. | |||
:Active Machinery (+ theta, - dust) | :Active Machinery (+ theta, - dust) | ||
::A few rare sites have enigmatic but still active posthuman machinery. | |||
C1) History of the Colony, Volume II | C1) History of the Colony, Volume II | ||
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D1) The Breakdown | D1) The Breakdown | ||
:Isolated (+ stockpiles, Go to D2) | :Isolated (+ stockpiles, Go to D2) | ||
::When the Breakdown struck, many worlds were thoroughly isolated from what interstellar travel did exist. | |||
:Broken-down (+ PIP, Go to D3) | :Broken-down (+ PIP, Go to D3) | ||
::Others were a bit luckier, being able to maintain some semblance of regular (if slow) contact with others. | |||
:Catapulted (+ wealth, Go to D4) | :Catapulted (+ wealth, Go to D4) | ||
::Most of the major worlds along the primary arms however were connected by FTL catapults and except for a few adjustments, continued on more or less unaffected. | |||
D2) Isolated (may not chose Sign the PACT or The EU Includes Us in E1) | D2) Isolated (may not chose Sign the PACT or The EU Includes Us in E1) | ||
:Juche! (+ PIP, + helium) | :Juche! (+ PIP, + helium) | ||
::The only people you can rely upon are yourselves. | |||
:Tough it Out (+ Doctrines, + morale) | :Tough it Out (+ Doctrines, + morale) | ||
::The well-prepared survive. | |||
:Transgene Invasion II: The Boys from Brazil (+ Military, + doctrines, + PIP, - Transgene) | :Transgene Invasion II: The Boys from Brazil (+ Military, + doctrines, + PIP, - Transgene) | ||
::You were invaded by the Magnates. | |||
:Go Weird (++ Transgene) | :Go Weird (++ Transgene) | ||
::Strange social experiments in transhumanism were not known in more cut-off systems. | |||
:Strange Discovery (+ dust, choose from B4) | :Strange Discovery (+ dust, choose from B4) | ||
::Exactly what it says on the tin. | |||
D3) Broken-down | D3) Broken-down | ||
:Civil Unrest (++ military) | :Civil Unrest (++ military) | ||
::The lack of contact with Earth and the Core caused no end of social problems. | |||
:Become energy independent (+ Helium, + dust) | :Become energy independent (+ Helium, + dust) | ||
::Without the core to provide energy, new sources must be developed. | |||
:Get UN Aid/Refugee Center (+ logistics, + pop) | :Get UN Aid/Refugee Center (+ logistics, + pop) | ||
::Some worlds managed to get help from ARROWs, distributing food, fuel and medicine to the needy. | |||
:Revolution! (+ military, + doctrines, + morale, - pop) | :Revolution! (+ military, + doctrines, + morale, - pop) | ||
::Viva la revolution! | |||
:Theta Hub (+ theta, + wealth, - dust) | :Theta Hub (+ theta, + wealth, - dust) | ||
::Theta dust was the only way to make high-speed FTL during the breakdown, and those who had it could practically set their own price. | |||
D4) Catapulted (may not chose Independence, Solidarity or Make My Own Bloc in E1) | D4) Catapulted (may not chose Independence, Solidarity or Make My Own Bloc in E1) | ||
:Quiet (+ Wealth, + pop) | :Quiet (+ Wealth, + pop) | ||
::The status quo is god. | |||
:Trade Hub (+ wealth, + PIP) | :Trade Hub (+ wealth, + PIP) | ||
: | ::Some systems were particularly well situated, leading to increased commerce through their catapults. | ||
:ARROWs Staging Area (+ logistics, + military) | |||
::ARROWs needed a home base for their missions into the broken-down Expanse. | |||
:Hyperdrive Repair Research (+ CIP, + tech) | :Hyperdrive Repair Research (+ CIP, + tech) | ||
::A number of centers were set up to find a solution to the breakdown virus, attracting many high-tech institutions. | |||
:Catapult Construction (+ dust, + PIP) | :Catapult Construction (+ dust, + PIP) | ||
::As the breakdown wore on, it became clear that catapults were the answer for FTL transit. | |||
E1) The Zodiac Organization | E1) The Zodiac Organization | ||
:Independence! (Go to F1) | :Independence! (Go to F1) | ||
::Some worlds were sufficiently powerful to chart their own course, ending up as wild cards and power brokers in the Expanse. | |||
:Solidarity! (+ Dust, - debt, Treaty of Sirius, Go to G1) | :Solidarity! (+ Dust, - debt, Treaty of Sirius, Go to G1) | ||
::The ZOCU worlds grew out of colonial dissatisfaction to become the new major power in the Expanse. | |||
:Sign the PACT (+ Wealth, - theta, Go to H1) | :Sign the PACT (+ Wealth, - theta, Go to H1) | ||
::The worlds of the PACT are a diverse lot, ranging from South America to North America, Japan and Korea and finally to Oceania. | |||
:The EU Includes Us (+ CIP, - theta, Go to I1) | :The EU Includes Us (+ CIP, - theta, Go to I1) | ||
::Informed by its philosophy of equality of opportunity, the EU is a tightly-knit great power. | |||
:China is #1! (+ Pop, - theta, Go to J1) | :China is #1! (+ Pop, - theta, Go to J1) | ||
::China's golden age was cruelly shattered by the breakdown and now they seek ways to reclaim their preminence. | |||
:Make My Own Bloc (+ PIP, Go to K1) | :Make My Own Bloc (+ PIP, Go to K1) | ||
::Drawn together for mutual protection against the Magnates, the League is a small cluster of worlds in the deep Expanse, gazing out into the depths of the Rim. | |||
====Indie Routes==== | ====Indie Routes==== | ||
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:Development Hell (+ RP, - tech) | :Development Hell (+ RP, - tech) | ||
:The Weak Perish (+ doctrines, - pop) | :The Weak Perish (+ doctrines, - pop) | ||
:Kinderfaber Surprise! (+ drexlers, - fabers) | |||
===Path Change log=== | ===Path Change log=== |
Revision as of 17:22, 25 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.
Wealth
Wealth is effectively a measure of per-capita wealth, eg, how well-off and affluent your citizens are. As a result, high wealth is a good way to get lots of tax money. Unfortunately, as a result a nation with high wealth will have workers who demand more pay, and as such military support will be relatively expensive.
Dust
Delta Dust is the miraculous technology of the Precursors that was reverse-engineered by the Posthumans, replacing their own crude reality-modifying technology. It is found all across the Sphere, in both ancient sedimentary deposits or in modern Posthuman structures, and can also be made with black-boxed factories. Dust is a comparative value of how much Dust your nation produces relative to the norm.
Theta
Theta Dust is a more potent version of the familiar Delta Dust, found exclusively in Posthuman sites. It is most commonly used in high-performance FTL drives, though ZOCU has pioneered its use in other fields as well. Unlike Delta, which represents a relative value, Theta represents an absolute value - if you do not have any dots in it, you do not make any.
Military
Military represents the effective dollar value of your combat arm(s), ranging from the poor bloody infantry to the giant robots to the warships. It is a comparative value to the norm for major colony worlds, and nations with many dots in military are powerhouses when it comes to warfare.
Doctrines
Doctrines are the training your troops and leaders get - while Sphere assumes a well-trained, professional military, not everyone trains to fight a fleet war or use giant robots. Doctrines thus represent discretionary points to improve your abilities in various aspects of the science of running a war.
Logistics
'An army marches on its stomach'. In Sphere, the concept that the future army will deploy every man as a front-line soldier has been disposed of. Infantry need food and bullets, tanks need power cells and shells, warships need fuel and missiles. Logistics represents your ability to support a large military during both peacetime and wartime.
RP
RP (Research Points) represent your nation's extraordinary ability to develop new technologies. RP can help reduce the time and/or cost of new technologies. Further details will be forthcoming when the technology rules are drafted.
Technologies
Technologies are just that - the developments your nation has made in improving their civilian and military applied sciences. Dots in tech represent a 'dollar value' of technologies you have above the norm - development is quite the opposite of free! They may be in specific fields (such as Shipbuilding, Infantry technologies, etc) or may be nonspecific. A nation with 3-5 dots in tech is considered average, with those above and below being relatively high or low tech. Of course, a nation that is excellent at building mobile suits may be inept at building warships due to stagnation in that field - having many dots in tech doesn't mean that you're the best at everything.
Stockpiles
These simply represent things your government has put away for a rainy day, ranging from large money-making investments to giant buried ammo dumps to vaults full of Delta Dust.
Debt
Debt is the opposite of Stockpiles, and represents you owing a significant amount of money to your citizens. Almost all of the ZOCU worlds have it, due to the ruinous expense of their war. Dots of Debt cancels out dots of Stockpile on a 1:1 basis and vice versa.
The Paths
Universal Routes
A1) Initial Colonization Mission Type
- Longshot Mission (+ Faber)
- The first colonies went out with the blessings of the posthumans, bringing with them compact universal fabricators. Some, headed for the far Rim, have not even be recontacted, over a century later.
- Resource Base (+ PIP)
- Some worlds were claimed because they had ample resources, often by corporations.
- Early National (+ CIP)
- The first offworld colonies have matured to feature a modern, high-tech economy.
- Late National (+ pop)
- Later colonies tended to recieve additional settlers from Earth.
A2) Initial Colony Population
- Dominantly Transgene (++ transgene)
- A number of worlds were settled almost exclusively by transgenes, or else took a policy of subsidizing transgenic upgrades.
- Mixed (+ transgene, + SP)
- Other worlds have a mixed population to this day, due perhaps to multiple colonization waves or an inefficiently applied subsidy program.
- Dominantly Baseline (+ pop, + logistics)
- Most worlds near the Earth have populations made up almost exclusively of 'baseline' humans, often the results of eco-exodus efforts by various Earth nations.
A3) Destination World
- No Suitable World (Go to A4)
- Unfortunately, sometimes a prime spot simply lacks a nice place to drop your cities down, or your FTL drive wandered off-course. Time to build your own!
- Hell World (Go to A5)
- Various reasons exist to land on hell worlds. Habitability is not one of them.
- Resource Rich World (Go to A6)
- Some worlds or systems were identified to be particularly rich in ores or other valuable resources, with terracompatibility a secondary criteria.
- Terraformable World (go to A7)
- There is a finite number of garden worlds within easy reach of human starships, but many more marginal worlds that with a bit of work can become comfortable places to live.
- Garden World (Go to A8)
- The gems of any colonization effort, most garden worlds were seeded with life more than a hundred million years ago by the Precursors, the garden-gods of the Milky Way.
A4) No Suitable World
- Adapt (Radical Morphological Change)
- In a world with no up or down, the man with hands for feet is king.
- Build Our Own (+ PIP)
- Gerald O'Neil gave us the plans, all we need is effort.
- Posthuman Structures (+ dust)
- Some posthuman structures can be used as foundations for larger, human habitats.
A5) Hell World
- Adapt (Radical Morphological Change)
- A normal human won't survive Chernobyl Beta. A normal human.
- Tough It Out (+ Morale, Balls)
- We've defeated everything this world could throw at us.
- Make Do (Scraphunters)
- We're not where we wanted to be and there's no way back, so we need to use absolutely everything to its utmost.
A6) Resource Rich World
- Simple Ores (+ PIP)
- Geologic processes can concentrate ores into deposits that are far more lucrative than sifting through asteroids.
- Fascinating Pharmaceuticals (+ Wealth)
- Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.
- Relic Dust (+ Dust)
- The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust.
A7) Terraformable World
- Get To Work (+ pop)
- Once the terraforming efforts have begun, many worlds were opened up for additional waves of colonists.
- Artifact Rush (+ PIP)
- Sometimes artifacts of posthuman provenance are found, leading to a surge of investment in an effort to extract them.
- Terraforming Failure (Defensible)
- The worst-case scenario is a chaotic destabilization of the planet's climate, often making things worse than when they started.
A8) Garden World
- Population Boom (++ pop, - wealth)
- With Earth's overpopulation causing significant ecological effects, efforts were made to move as many people off-world as reasonably possible.
- Cash Crop (+ Wealth)
- Agriculture has been the base of Earth's economy for ten thousand years. Who's to say it won't be in out in space?
- Xenomorphs (+ military)
- This garden has snakes.
B1) History of the Colony, Volume 1
- Quiet (+ Wealth, + population)
- A few decades of quiet is what every colony aspires for.
- Transgene Migration (+ transgene, + population)
- Stauss-Kaserism proved to be a significant disincentive for transgenes to stay in the Core.
- Crisis (+ Stockpiles, Go to B2)
- Oh God oh God oh God
- Military Action (+ Military, Go to B3)
- General Veers, deploy your men.
- Artifact Find (+ dust, Go to B4)
- We're picking something decidedly odd on the scope.
B2) Crisis Situation!
- Sudden Change of Government (+ morale)
- Viva la revolution!
- Get Help from Earth (+ logistics)
- We're here to help.
- Tough it Out (+ Doctrines)
- Everything is a learning experience.
- Shoot it Repeatedly (+ military)
- Exactly what it says.
- Muddle Through (+ PIP)
- We'll just fill the holes in afterwards.
- Innovate Madly (+ CIP)
- Sometimes, the simple solutions aren't the best ones.
- Privatize It (+ wealth)
- We'll have Haliburton fill the holes in.
B3) Military Action!
- Narco-Warfare (+ military, + doctrines, - pop)
- Some sort of intercine warfare. May not actually involve drugs, though either way it's unpleasant for the locals.
- Regime Changed (+ military, + logistics, - morale)
- An external power has swept in and replaced El Generalisimo with the Shah.
- Feral Drone Attack (+ military)
- Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
- Supply Dump (+ Helium)
- Superpower Squabble (+ logistics)
- Various campaigns and operations required significant sources of supplies. Your world is the recipient of one such.
- Training Ground (+ doctrines)
- Various military forces chose exotic and interesting locales to train their troops.
- Miner Beatdown (+ PIP)
- An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should.
B4) Artifacts!
- Feral Drone Attack (+ military)
- Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
- Ancient Resources (+ dust)
- The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust.
- Extra Fabs (+ fabbers)
- A few colonies recieved an extra set of fabers, effectively jump-starting their industry.
- Useful Finds (+ CIP)
- Some posthuman technology is fairly simple and suitable for everyday use.
- Reverse-Engineerable (+ tech)
- Others, however, takes rather more understanding, though it gives a big leg up on technological development.
- Active Machinery (+ theta, - dust)
- A few rare sites have enigmatic but still active posthuman machinery.
C1) History of the Colony, Volume II Repeat B1, then continue to D1
D1) The Breakdown
- Isolated (+ stockpiles, Go to D2)
- When the Breakdown struck, many worlds were thoroughly isolated from what interstellar travel did exist.
- Broken-down (+ PIP, Go to D3)
- Others were a bit luckier, being able to maintain some semblance of regular (if slow) contact with others.
- Catapulted (+ wealth, Go to D4)
- Most of the major worlds along the primary arms however were connected by FTL catapults and except for a few adjustments, continued on more or less unaffected.
D2) Isolated (may not chose Sign the PACT or The EU Includes Us in E1)
- Juche! (+ PIP, + helium)
- The only people you can rely upon are yourselves.
- Tough it Out (+ Doctrines, + morale)
- The well-prepared survive.
- Transgene Invasion II: The Boys from Brazil (+ Military, + doctrines, + PIP, - Transgene)
- You were invaded by the Magnates.
- Go Weird (++ Transgene)
- Strange social experiments in transhumanism were not known in more cut-off systems.
- Strange Discovery (+ dust, choose from B4)
- Exactly what it says on the tin.
D3) Broken-down
- Civil Unrest (++ military)
- The lack of contact with Earth and the Core caused no end of social problems.
- Become energy independent (+ Helium, + dust)
- Without the core to provide energy, new sources must be developed.
- Get UN Aid/Refugee Center (+ logistics, + pop)
- Some worlds managed to get help from ARROWs, distributing food, fuel and medicine to the needy.
- Revolution! (+ military, + doctrines, + morale, - pop)
- Viva la revolution!
- Theta Hub (+ theta, + wealth, - dust)
- Theta dust was the only way to make high-speed FTL during the breakdown, and those who had it could practically set their own price.
D4) Catapulted (may not chose Independence, Solidarity or Make My Own Bloc in E1)
- Quiet (+ Wealth, + pop)
- The status quo is god.
- Trade Hub (+ wealth, + PIP)
- Some systems were particularly well situated, leading to increased commerce through their catapults.
- ARROWs Staging Area (+ logistics, + military)
- ARROWs needed a home base for their missions into the broken-down Expanse.
- Hyperdrive Repair Research (+ CIP, + tech)
- A number of centers were set up to find a solution to the breakdown virus, attracting many high-tech institutions.
- Catapult Construction (+ dust, + PIP)
- As the breakdown wore on, it became clear that catapults were the answer for FTL transit.
E1) The Zodiac Organization
- Independence! (Go to F1)
- Some worlds were sufficiently powerful to chart their own course, ending up as wild cards and power brokers in the Expanse.
- Solidarity! (+ Dust, - debt, Treaty of Sirius, Go to G1)
- The ZOCU worlds grew out of colonial dissatisfaction to become the new major power in the Expanse.
- Sign the PACT (+ Wealth, - theta, Go to H1)
- The worlds of the PACT are a diverse lot, ranging from South America to North America, Japan and Korea and finally to Oceania.
- The EU Includes Us (+ CIP, - theta, Go to I1)
- Informed by its philosophy of equality of opportunity, the EU is a tightly-knit great power.
- China is #1! (+ Pop, - theta, Go to J1)
- China's golden age was cruelly shattered by the breakdown and now they seek ways to reclaim their preminence.
- Make My Own Bloc (+ PIP, Go to K1)
- Drawn together for mutual protection against the Magnates, the League is a small cluster of worlds in the deep Expanse, gazing out into the depths of the Rim.
Indie Routes
F1) Indie World Politics
- Get Sirius (+ hangarize, + morale, + military + ZOCU relations, - debt, - 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, + CIP)
- Transhuman Resources (+ transgene, + wealth, + CIP, + tech)
- Center for Research (++ RP, ++ tech, + CIP, - PIP)
- The Tensor Building (+ dust, + CIP, + RP, + weapon tech)
- Expanse Production Center (++ PIP, ++ CIP)
- Exploration Launching Point (++ dust, ++ logistics, + FTL tech, - military)
- The HECsagon (+ Logistics, +++++ Helium, - military, - PIP)
F3) Indie World Military
- Fort Up (+ military, + stockpiles, + defensive stuff, + ground doctrines, + ground tech)
- Salvation Armada (+++ military, ++ logistics)
- Zoom and Boom (++ military, + air doctrines, ++ aircraft tech)
- The Fleet does the Flying (+ military, + logistics, + PIP, + fleet doctrines, + ship tech)
- Friends from ZOCU (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech, + mega particle tech)
- Hypertech Bullshit (+ theta, +++ tech)
- Low Profile (++ sneaky stuff, + CIP, ++ doctrines)
- Scrap Heaps (++ PIP, ++ logistics, ++ military, + doctrines, -CIP, - tech)
ZOCU Routes
G1) ZOCU World Politics
- Put It Behind Us (+ Wealth, + Pop, + stockpiles)
- Never Forget (+ military, + logistics, + doctrines)
- Guiding Star (+ ZOCU relations, + morale, + CIP)
- House of War (+ morale, + transgene, + ground doctrines, + logistics - core relations)
- Internal Collapse (+ military, + SP, + logistics, + stockpiles, - morale)
- Hardliner Ouster (+ morale, + ARROW relations, + Core relations, + pop, - 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, + Wealth, ++ PIP, - debt)
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)
PACT Routes
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)
EU Routes
I1) EU World Politics
- Bureaucracy as Usual (+ Pop, + PIP, + logistics, - debt)
- 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, - debt)
- 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, ++ CIP, - Military)
- New Golden Age (+ Naval Technology, + Naval Doctrine, ++ Warships, + logistics, - 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)
Chinese Routes
J1) Chinese Arm Politics
- Breakway System (+Non-core relations, +PIP, +CIP, -Chinese relations)
- Democracy Unleashed (+ Morale, + CIP)
- Special Administrative Region (+RP, +Tech, +Morale, -Doctrines)
- Autonomous Region (+ Morale, + Military, + Pop, - Debt)
- Province (+Pop, +Stockpiles)
- Direct-Controlled Municipality (+Wealth, +CIP, +Pop, -Morale)
J2) Chinese Arm Economics
- Special Economic Zone (++Wealth, + Pop, +CIP, +PIP, -Military, -Doctrines)
- Transshipment Center (+CIP, +Tech, +Dust, +Logistics, - Wealth)
- Military Industrial Zone (+CIP, +PIP, +Weapon Tech, +RP, -Wealth)
- Regional Defense Base (+Military, +Logistics, +PIP, +Pop, -Wealth)
- Conurbation (+++ Pop, + PIP)
J3) Chinese Arm Military
- Supersoldier Factory (+ tech, + transgene, ++ supersoldiers)
- Got a PLAN (+ military, + PIP, + fleet doctrines, + ship tech)
- Long March Into Space (+Navy, ++Shipbuilding Tech, +Fleet Doctrines, +Logistics, -Debt)
- Crysis Situation (++Dust, +Tech, +Sneaky Shit)
- Fist teams (++ Doctrine +technology +CIP)
- Steel Dragons (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
League Routes
K1) League Politics
- Be Interventionist (+ Military, + logistics)
- Fie On The Homeland (+ PIP, ++ logistics, - non-Rim relations)
- Still Alive (and out there!) (++ PIP, + Dust, - tech)
- Law of the Gun (++ Military, + PIP, - Morale)
- Transhuman Supremacy (++ Transgene, + Morale, - relations)
- Ideological Purification (++ Morale, + PIP, - CIP, - relations)
- Evil to Fight Evil (+military, +transgene, ++doctrines, +tech, –morale, -relations, -pop)
K2) League Economies
- Regional Hub (++wealth, +pop, + PIP)
- Black Market Hub (++wealth, +CIP, +sneaky stuff)
- Basketcase (+pop, ++PIP, ++military, + logistics, --wealth)
- League Production Center (++ PIP, ++ CIP)
- Exploration Launching Point (++ dust, ++ logistics, + FTL tech, - military)
- Regional Port (+dust, ++PIP, + CIP, +shipbuilding, -ground tech)
K3) League Military
- Battlefield World (+ military, + stockpiles, + defensive stuff, ++ ground doctrines, - pop)
- Salvation Armada (++ military, ++ logistics)
- Scrap Heaps (+ PIP, ++ logistics, ++ military, + doctrines, -CIP, - tech)
- Magnate Killteams (++ sneaky stuff, ++ doctrines)
- Copycat (+CIP, ++air or ground doctrines, +mecha tech)
- High-Tech Bullshit (++ Dust, ++ tech)
- Guts (+military, +++morale)
- Mao Mode (++military, +PIP, +doctrines, +stockpiles, ++morale, -transgene, -CIP, -tech)
- Stalin Mode (++PIP, +CIP, ++logistics, +helium, +tech, -doctrine, --morale)
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
- China: + Shipbuilding, + Aerospace tech, + Ground Tech, + Railgun Technology
- League: + Ground tech, + Defensive tech, + Technology (any), - shipbuilding
- Independent: ++++ Technology (any), - shipbuilding
Chaotic Events
These represent events that are difficult to predict in any form of historical pattern and are not tied to any specific sequence of events. Tentatively, any nation may chose one (just to keep things simple) to further customize their nation and represent particularly anomolous events in history.
- Found Religion (+ Morale, - Wealth)
- Ran Outta People (+ Computer Tech, - Pop)
- Don't Touch That! (+ Stockpiles, - Debt) - note: your +s stockpile cannot be removed by -s debt during nation creation
- Hippies Under The Bed (+ pop, - military)
- My Toaster Hit Singularity (+ dust, - CIP)
- Libertarian Rickroll (+ Wealth, - Morale)
- Communist Manifesto (+ PIP, - Wealth)
- Economic Progression (+ CIP, - PIP)
- Build It And They Will Come (+ Logistics, - Wealth)
- Immoral Breakthrough (+ tech, - Pop, - morale)
- My Little Lacus (+ Transgene, - Military)
- Reaganomics (+ Wealth, - Debt)
- Cut To The Bone (+ doctrines, - military, - logistics)
- Transgenes Go Back To Transgeneland! (+ Morale, - Transgene)
- Populism! (+ Morale, - everyone relations)
- Development Hell (+ RP, - tech)
- The Weak Perish (+ doctrines, - pop)
- Kinderfaber Surprise! (+ drexlers, - fabers)
Path Change log
Upgraded
- A2) Initial Colony Population
Changed:
- E1) The Zodiac Organization - Solidarity!
- F1) Indie World Politics - Get Sirius
- G1) ZOCU World Politics
- G2) ZOCU World Economics - Crash Industrialization
- I1) EU World Politics
- I2) EU World Economics changed
--Shrike 08:23, 17 July 2009 (UTC)
Changed:
- D4) Catapulted (may not choce Independence or Solidarity in E1)
--Shrike 18:30, 19 July 2009 (UTC)
Added:
- Chinese Arm and League paths
Changed:
- Almost everything for Indies.
--Shrike 21:04, 22 July 2009 (UTC)
Changed:
- Fixed minor imbalance in League Militaries.