Second Sphere History Paths

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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
- Hell World (Go to A4)
- Resource Rich World (Go to A5)
- Terraformable World (go to A6)
- Garden World (Go to A7)

A4) Hell World
- Adapt (Radical Morphological Change)
- Tough It Out (+ Morale, Balls)
- Make Do (Scraphunters)

A5) Resource Rich World
- Simple Ores (+ PIP)
- Fascinating Pharmaceuticals (+ Wealth)
- Relic Dust (+ Dust)

A6) Terraformable World
- Get To Work (+ pop)
- Artifact Rush (+ PIP)
- Terraforming Failure (Defensible)

A7) 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)
- Societal Collapse (+ 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! (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
- Center for Research (++ RP, + tech, + CIP, - PIP)
- Arms Production Center (+ PIP, + RP, + weapon tech)
- Regional Hub (++ wealth, + pop)
- Artifact Central (++ dust, + tech)

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)


G1) ZOCU World Politics

G2) ZOCU World Economics

G3) ZOCU World Military


H1) PACT World Politics
- New American Millenium (+ Military, + Technology, + Morale, - Rim relations)
- American-Led Peacekeeping (++ dust, + SP, + logistics, - morale, - pop)

H2) PACT World Economics
- Ignore the War (++ wealth, ++ pop)

H3) PACT World Military


I1) EU World Politics

I2) EU World Economics
- Ignore the War (++ wealth, ++ pop)

I3) EU World Military


Noncannon Ideas