BoringPodPeopleS2: Difference between revisions
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Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military) | Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military) | ||
==War Era and Aftermath== | ==War Era and Aftermath== | ||
War-1) Choose Your Side<br/> | |||
Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) | Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) | ||
===Independents=== | ===Independents=== | ||
War-9A) Indie World Politics | |||
Phezzan (+100 Wealth, +Intelligence, +Secrets, +Infiltration, +all relations, -military)<br/> | |||
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones. | |||
War-9B) Indie World Economics<br/> | |||
Crash Industrialization (+200 CIP, +100 Wealth, +300 PIP, -debt)<br/> | |||
The biggest make-work project in the history of ever. | |||
War-9C) Indie World Military<br/> | |||
The Fleet does the Flying (+5,000 military, +1 logistics, +100 PIP, +fleet doctrines, +ship application)<br/> | |||
A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary. | |||
==Current Era== | ==Current Era== |
Revision as of 14:45, 15 March 2021
The 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)
We've defeated everything this world could throw at us.
Exp-6) Precursor Relics
None (+100 PIP, +10 SP, SP limit for options increased by +5, may not spend SP on dust)
Some star systems were simply never touched by the Precursors.
Exp-7) Feral Drones
None (+60 population, +100 Wealth)
Feral drones generally left G-type stars alone.
Exp-8) Posthuman Footsteps
Untouched (+20 SP, SP limit for options increased by +5)
I guess this was just a really boring star system.
Exp-9) Location
Backwater (+ 100 PIP)
Nice and quiet.
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)
Longshots
Col-6) Leaving on a wormhole ship . . .
Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices
No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)
Col-6C) Idealism, Meet Reality
Pod People (+180 Population, + 300 Wealth, + 100 CIP)
Col-6D) Colonial Demographics
Pioneers (+100 PIP)
Some decided to go to space because it was there.
Col-6E) Backing
Civilian Government Sponsored (+60 Pop)
A government backed your effort to move into space.
Col-6F) Colonists
Whoever we could get (+60 pop)
Lowering the bar sure did supply a lot of applicants though.
Local Events
Col-7A) Local Affairs
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
Nothing like happiness and prosperity to keep a government stable.
Breakdown Era
Break-1) Economic Upsets
Stability! (no modifiers)
Some people emerged from the breakdown's economic chaos more or less where they started.
Longshots
Break-6) Longshots, Isolated Again
Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military)
War Era and Aftermath
War-1) Choose Your Side
Independence! (+10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9)
Independents
War-9A) Indie World Politics
Phezzan (+100 Wealth, +Intelligence, +Secrets, +Infiltration, +all relations, -military)
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones.
War-9B) Indie World Economics
Crash Industrialization (+200 CIP, +100 Wealth, +300 PIP, -debt)
The biggest make-work project in the history of ever.
War-9C) Indie World Military
The Fleet does the Flying (+5,000 military, +1 logistics, +100 PIP, +fleet doctrines, +ship application)
A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary.