Second Sphere Suggestion Box

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Put any and all your random suggestions here. Please try to avoid one-sentence suggestions unless they're pretty self-evident. A short description of the idea would be nice. Also, please sign the suggestion so I know who to get back to in case I need clarification or expansion.

Possibilities could include

Technologies
NPC worlds
Rules for anything
Fluff (I'll contact you to hash it out in greater detail)
Plot hooks
Political events
Histories
Art
General suggestions
Things to keep in mind
Criticisms or pitfalls

Keep it constructive!

Remember that chances are I can't use everything, so don't be discouraged if your suggestion doesn't get used. I appreciate the help.

Economy Suggestions
Tech and Transhumanism
Personnel Acquisition

Sign your suggestions

I mean it. :p

Technologies

I recommend that these be ones that fit the paradigm.


Baseline Tech

Spinal Cannons
Pin-Point Barriers
Overshields
Ablative armor
Fission reactor
Breeder fission reactor (bulkier, higher endurance)
Liquid-metal fission reactor (higher power, more vulnerable to damage)
Thorium fission reactor (cheaper fuel costs, bulky)
Fission-fragment reactor (expensive to build, but comparable to fusion reactors in effectiveness and size)
Improved Fusion reactors
Monopole-Catalyzed Fusion (higher efficiency, requires monopoles)
Muon-Catalyzed Fusion (more compact, requires dust to build)
Hydrogen-Iron Fusion System (maximum fuel efficiency, extremely large and heavy)
Polywell Fusion (Extremely small, expensive, fuel-hungry, probably require dust.)
Chemical population control
Specialist shells
Overload
Dust disruption (exotic)
Gunk
Chaff
STACK
Armour-piercing
Added propulsion

Exotic Tech

Combat Teleport
I-Fields
Forcefield drives
Self-repairing armor
Photon Matrix (high-storage batteries)
Decoherence beams (shield disruptors)
Megaparticle Shell (projectile disintegrator)
Dust cybernetics
Glitterblower ECM
Radiation wave
Holographic decoys -FBH
Mind control implants

Posthuman Hypertech Bullshit

Bendy Beams
Zero Shift
Longshot FTL
Geometry warpers
Asymmetric generator (perpetual power source)
attack memetics -FBH
Shear beams -FBH
Dust Jammer
Prador Hull Armor (self-repairs armor damage from energy weapons)

Miscellaneous Power Systems

Since this is better organized in one category.

Solar power (cheap, infinite endurance on a planet, zero performance)
Matter-conversion reactors (effectively infinite endurance, ridiculous performance, theta requisite, posthuman bullshit)
Superconducting storage grids (near-infinite capacity batteries, explode when breached)
Hypercombustion Engines (cheap, robust, can use just about anything combustible as fuel, low to moderate performance)

Variable Fighters

Suggestion for a new unit type.

Required Technologies:
Practical Transforming Mechanisms
Requirements: Mecha Construction 2, Aerospace Construction 2

Variable Fighter Construction
Requirements: Practical Transforming Mechanisms
Permits construction of Variable Fighters.

And the subsequent hull expansion techs.

Variable Fighter
Internal Component Space: 8
Hull Growth Factor: 2
External Carriage: 10
External Growth Factor: 2
Hull Coefficient: 1
Base Armour:
Base HP:
Base Agility:
Base Speed:
Base Deck Points: 4
Deck Point Growth Factor: 1/3

Very preliminary figures at the moment. General logic is that it has lower internal space and growth factor due to the space taken up by the transforming mechanisms, but larger external carriage, comparable to that of a Combat Frame. It also has the same deck size and deck size growth factor as a Heavy Fighter/Combat Frame.

That's the best I could come up with on my own, feel free to help develop the idea. --Dacis2 12:15, 18 August 2009 (UTC)

Additional notes: Both Fighter and Battroid modes will share a similar agility value, but Battroid mode will have speed halved in exchange for mecha abilities like arms and ability to walk around. Any ideas for Gerwalk mode? The only thing I could come up with is that they become like gunships or something.

Can anyone come up with a tech that'll give it external carriage that permits it to carry FAST Super Packs and Armour packs.

I tried adjusting the hull growth and carriage growth as a temporary measure. --Dacis2 06:46, 20 August 2009 (UTC)

More Stuff From MJ12

Armor Upgrades on Small Craft
The scale for small craft and armor upgrades is pretty small, but if you change how they work on the fighter/mecha/tank scale you can have them viable for smaller units. Suggestions.
Dilatant Armor Core: +1 level of armor against kinetic weapons.
Superconductive Grid: +1 level of armor against energy weapons.
Bafflecladding: +something to stealth.

Damper Fields (Shield Tech)
Damper Fields are a extremely powerful, high-draw shield technology that bends space similar to a reactionless drive. However, the lower sustained impulse (albeit higher peak impulse) allow them to function without Theta. A damper field is nigh-impenetrable when active but its systems burn out rapidly. Because of its characteristics it is primarily a defense designed to protect scout units, allowing them to use their great speed to break contact while the damper field protects them.

Near Invulnerability: A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.
Single-Use: A damper field's power draw is such that it only is useful against an enemy's initial assault, after which the field projector shuts down for a span of several minutes to hours.

EM Projector (Shield Tech)
One of the most basic shield designs, the EM Projector's operating principles were developed long before even the Scattering Field, but only recently has technology advanced sufficiently to allow its use. Despite this, it still provides an adequate defense against most weaponry-if the user is willing to accept the shortcomings.

Magnetize!: The EM projector primarily protects against projectile weapons, giving moderate protection against particle beams, and no protection whatsoever against lasers.
Stealth? What stealth?: A vessel with an EM projector is extremely detectable.
Fragile: The projector itself is thousands of thin, relatively fragile antennas on the hull of the vessel. Any damage to the vessel disables the projector.

Sentient AI

Given the processing and efficiency constraints on sentient AI, battlefield deployable sentient AI may be rare to nonexistent-a nonsentient tactical savant will do just as well without the morality questions and expense of making and growing your own sentient mind. Furthermore, given the primary use of AI technology is to reduce overall losses, AI technology should be generally used to make expendable troops more morally acceptable or as assistance to human piloting-low cost, low-capability units given AI governance to allow them to be spent like munitions or systems designed to improve the situational awareness and reaction speed of a (trans)human pilot. More advanced AI systems, capable of matching a skilled pilot or soldier, should be a rarer, more expensive, and difficult to produce (high CIP cost) option. This is only for battlefield designs-large-scale civilian networks can be made sentient for cheaper, as they rarely suffer the same space and hardening constraints-and when you have a planet's mass to play with hardening isn't hard. --MJ12 Commando 03:44, 19 July 2009 (UTC)

Supersoldier Stuff

Supersoldier Stuff Scribbles
--MJ12 Commando 03:34, 30 July 2009 (UTC)

Prestige Projects

By MJ12
Or: Because everyone likes one-upmanship.

Prestige projects are high-profile projects that stretch the limits of human science and technology, impressive constructs that are spoken of in awe. These are projects like the Apollo Launch, the construction of the Empire State Building, building the LHC-projects that of themselves have little benefit, but in the end are beneficial because of how they advance one's technical base.

In effect, a Prestige Project is a method to trade PIP and CIP for morale and RP-by demanding that this must be built, one creates a pull for technology in a specific field, which often makes significant breakthroughs trying to supply the resources needed to construct something of this magnitude, and by finishing it your nation has something its people can be proud of, a legacy to remember for centuries to come.

Prestige Projects are not to be taken lightly, and are a significant investment, but their rewards can be worth it. A Major prestige project, like the Large Hadron Collider, Panama Canal, or Hoover Dam, often instantly grants a free advancement in a related technical field as well as a morale booster-building a hypercollider that spans the planet's diameter may increase one's expertise in the field of particle weapons, while building a powerful AI control system might increase expertise in the field of artificial intelligence, or something such as a massive kilometers-high megascraper might translate into improved structural engineering technology. Furthermore Major projects grant a significant morale boost. In some cases, prestige projects may have significant other effects, like terraforming a continent from a patch of sand and sun into a verdant garden world.

Minor prestige projects are smaller and more commonl, but still expensive undertakings. These often simply add RP to certain fields, making further research into them somewhat cheaper. An example may be attempting to break the speed record for a powered vehicle, which could translate into advancements in aerospace or mecha technology, or a massive public transport array might translate into improved prosperity (RP put into economic development.) Minor prestige projects grant morale boosts but they are proportionally less extreme than the ones from major prestige projects, owing to their smaller scale.

Fun stuff from OmegaPaladin

Moved here

ZOCU

Given ZOCU gets both starting debts and treaty of Sirus, you might want to consider what they get in return in order to make the game a bit fair, especially given the ZOCU alliance as a whole seems to be less powerful than the Core.

Speaking of the Treaty, is it safe to say that ZOCU players will start with the same limits as before (i.e., 5 cruisers or 3 cruisers and one battleship; no carriers and no stealth ships)? -Lokar

PL's suggestions

History Paths

Accumulated - penalties beyond 0, for things that a player might have no interest in or ability to buy anyway such as theta or transhumanism, should assess a penalty of some kind. -transgene should apply a penalty to diplomacy with Those Freaks. I have no idea what -theta might mean but almost every Core world would have it.



- Since -theta is never actually present beyond Core faction modifiers, I think it should be replaced with something else. Currently, theta backgrounds are utterly useless for Core world unless you take two or more, which sucks if you create a backstory that best fits that path.

Instead, all theta production for Core worlds should be drastically reduced ('half' is my first thought, but Shrike can decide). This would make theta-related background somewhat viable for Core worlds (thus meaning backstories with them can get some benefit out of a single theta point, beyond just some tech modifiers), but will still reflect how rare this is for said worlds. -BM

NPC worlds

ZOCU

Belinta
Heaven's Shore (Mal)
Nidaros (Mal)
Ophen (Lokar)
Welkin (Peel)
Welkin was founded in the early colonial days, as a model project by France and Germany. When the breakdown came, Welkin joined the Zodiac union, but was an eager trader with the Core worlds and a voice of opposition to the War. They joined their allies when the declarations went out, but the sad experience of fighting their european brothers and sisters and having their economy broken to pieces by strain and bombs led them to the strong conclusion that the whole affair was a bad idea.
As Welkin produces an awful lot of tanks, ZOCU is rather eager to keep them on side - and the EU is just as eager to pry them out.
Early/baseline/resource/ores/quiet/migration/resources/broken/energy independent/solidarity/ouster/depression/giant robots rule/fort up

PACT

Mandala(Peel)
Early PACT subsidised augmentation colony. Uncovered dust, then active machinery. Eschatonic taliban were about during breakdown which led to some bad things (sometimes involving said active machinery) not seen since the Crazy Times. PACT came back in force once contact was reestablished, but there remains no stable government. However despite the enormous expense they will not withdraw, as Mandala remains their only stable source of the precious theta dust.

League

Bhutijan(Peel)
Native ecological world settled by transgenic exiles, who wanted to build a peaceful utopia. Some of the plants produce a compound that has a fascinating effect on human psychology. The natives failed to stamp out its use and eventually legalised and taxed it, but external governments took persistent objection to the narcotics entering their markets. During the breakdown, the pleasant climate of Bhutijan recieved legions of refugees from the Magnate wars and in return contributed troops. The refugee strain caused the already creaky government to collapse into a military junta, which to this day battles and has a hand in any number of criminal enterprises in the trackless forests and bustling shanty towns. This 'economic activity' has made Bhutijan what passes for a League financial centre, and given it the funds to attempt a modernisation of the military.
Misc. Note: A common story for poverty tourism networks is of the couple in poverty scrimping and saving money to buy an upgrade package for their next child.
Longshot/transgene/garden/cash/lacus/crisis/privatise/military/narco-warfare/broken-down/refugee hub/league/law of gun/black market/copycat

Van der Teega (Peel)
Earth is corrupt! The global village is a false eden, and we eschew its stifled decadence. Humanity must ever spread outward, its fresh growth at the edges better than the rot at the centre. So said the colonists who settled on cold, volcanic Van der Teega and siezed hold of its ores and relics to make themselves a new society. Said relics also attracted the Magnates, hungry for production, and the inhabitants fought years of battles across the firey plains and haphazard spiretowns inbetween haphazard reinforcements from either side. Now Van der Teega is an important production centre and advocate of exploration of the Rim, to map the variety of humanity and take the fight back to the Magnates.
Misc Note: Every citizen of Van der Teega is guaranteed a basic income from the fabricator output. The remainder is used by the government for various purposes, and a capitalist economy fills in needs beyond that.
Longshot/mixed/resource/ores/artefacts/fabs/artefacts/fabs/isolated/brazil/fie/exploration/battlefield

Rim

Extend(Peel)
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.

Rifulveldt (Mal)
Early colonists in a constant struggle against a hellish, dust-laced biosphere.

Potos (Mal)
The Magnates removed a Postie thingie and now the feral drones circle like vultures.

EU

Rosa(Peel)
Called 'Europe's unluckiest colony'. In March 210X, the EU arrived on their garden world to build a model society. In August, the asteroid hit. Forty years of choked skies, flailing climate and fascinating extinction science later, the breakdown occured, shortly before their catapult was due to arrive. The swift application of martial law by the in-system commanders prevented collapse, and careful rationing saw them through the lean times.
With utopian plans in tatters, advanced EU investment has long since been elsewhere, leaving the grim planet to develop a large basic industry and build ships for the merchant and military fleets. However during the ZOCU war experience with heavy mining loaders and a vast waiting industry made Rosa the epicentre of the 'gundam counterattack', attracting a degree of fame which the canny colonial governor has transformed into increased investment.
Early/terraformable/failure/crisis/get help/quiet/broken down/martial law/EU/bureaucracy/regulated/gundam

Indie

Pierson's World(Peel)
Garden world colonised by generic pioneer types during the longshot period. Sucked up immigrants during the transgene exodus and Breakdown refugee crisis, and also subsidised childbearing and the bioroid industry. Currently building up its industrual and financial base from this large potential. Sees itself as a potential 'second earth' far from the Core and likes to compare itself to Industrial America and Information China. Current problems include placating the myriad ethnic and interest groups, and maintaining the immigrant flow.
Longshot/garden/boom/migration/quiet/broken/refugees/independence/phezzan/regional hub/????

Wellspring(Peel)
Wellspring is a system with a hot jupiter, and the resultant water-rich inner planets, including one in the goldilocks zone. The aquatic inhabitants have constant arguments with the HEC over their cut of its vast operations on the irradiated gas giant, which has led to some violent attacks by extremist groups both in space and on the glacier-based spaceports.

Magnate

More (Peel)
A place for everything, and everything in its place. Neat and clean Mirror's Edge future where everyone is socially and genetically engineered to fulfill their place in society. A true utopia.

Longshot (+fabbers) Transgene (++transgene) Garden World Population Boom (++pop, -wealth) Quiet (+pop, +wealth) Quiet (+pop, +wealth) Future Government (++morale, +transgene) I’m A Magnate (+morale) Perfected Society (+pop, +CIP, +doctrines, +transgene) A Truly Managed Society (+trangene, +population, +wealth, +PIP, +morale, Managed Society) The Science of War (+transgene, +logistics, ++ doctrines, +morale)
Total: +fabbers, ++++++transgene, ++++++pop, ++wealth, +++++morale, +CIP, +++doctrines, +PIP, Managed Society, +logistics

Chaotic Events

Rather than have a preset list of events deemed suitably chaotic, just let everyone exchange 1 +x for 1 -y after history path.M.M. 03:00, 18 July 2009 (UTC)


Megaprojects

Megaprojects are big things you can spend time and effort on for some bonus. Here are some concepts.

Space Elevator (+trade)
Solar Power Array (+industry)
Mass Augmentation (+transgene)
Advanced Transport Network (+industry, troop mobility)
The Space Internet (+RP, +morale, +CIP)
Giant Science Machine (+RP, +prestige)
Hyper Computer(+RP, +AI}
Thermal Boreholes(+PIP bonus maybe?) [Ws60]


See also Prestige Projects above, they would be a subset of megaprojects providing less tangible bonuses.

Technical Essays

Infantry Scale Technology --MJ12 Commando 16:07, 20 July 2009 (UTC)
Stealth Systems --MJ12 Commando 22:54, 22 July 2009 (UTC)

Diplomacy

Diplomatic Blandishments--FBH

Civilian Ship Component Suggestions

Suggesting a few civilian ship components as below. How the civilian ship stuff works is that you start from the same base templates as a military ship, but you 'declare' it as civilian and incur some penalties to weapons. On the flipside you get the much more favorable ship modifiers below. System may need a lot of work though - Singh.

Docking Collar Allows docking and towing of two cargo containers per collar. Allows towing of other ships, however speed is determined by number of engines available. Several collars can be taken on a ship upto a maximum of 6.
Cost: TBD
Space: Hull coefficient x5

Tow Lines Ranged version of the docking collar. Essentially used by pirates to harpoon containers or ships and drag them along. Success of towing depends on engine power of the ship(s) involves. Useful for also pulling wrecks or heavily damaged ships. Structural enhancements and firing system takes more space than a regular docking collar. Only one can be placed on a ship.
Cost: TBD
Space: Hull coefficient x7

Small Cargo Bay Best cargo bay for storing supplies, but not much else. Can be taken multiple times but still holds only supplies. No structure penalties apply. Cost: TBD
Space (Military ships): Hull coefficient x4
Space (Civilian ships): Hull coefficient x2
Storage capacity: (Hull coefficient) x 20 Supplies or (Hull coefficient) x 1/4 Battalion of troops or (Hull coefficient) x 1/2 DIP of inactive fighters

Medium Cargo Bay
Suitable for storing some more stuff, including personnel or inactive fighters.
Cost: TBD
Penalty: Ship structure is slightly weakened.
Space (Military ships): Hull coefficient x7
Space (Civilian ships): Hull coefficient x5
Storage capacity: (Hull Coefficient) x 15 Supplies or (Hull coefficient) x 1/2 Battalion of troops or (Hull coefficient) x 1 DIP of inactive fighters

Large Cargo Bay
Really big cargo bay around that carry quite a bit.
Cost: TBD
Penalty: Ship structure is severely weakened.
Space (military ships): hull coefficient x9
Space (Civilian ships): Hull coefficient x7
Storage capacity: (Hull Coefficient) x 30 Supplies or (Hull coefficient) x 2 Battalions of troops or (Hull coefficient) x 2 DIP of inactive fighters

Superlarge Cargo Bay
Sometimes you need to really move stuff around. Thats what this baby's for. Can only be put on Civilian shipping and generally takes up most component space.
Cost: TBD
Penalty: Its a big fat freighter that pop easily :(
Space (Civilian Ships): Hull coefficient x15
Storage Capacity: (Hull Coefficient) x 60 Supplies or (Hull coefficient) x 4 Battalions of troops or (Hull coefficient) x 5 DIP of inactive fighters

Ration Reactor
A Ration reactor is an additional reactor placed on a ship that essentially feeds secondary material into traditional fusion reactors as an alternative to He3. Although not as efficient or as clean as pure He3 fusion, it has found popular use amongst the rim where He3 is in significantly short supply.
Special: allows power to be paid by supply as opposed to He3.
Special: Can be switched on or off
Penalty: reduces total power generated by 25%
Cost: TBD
Space: Hull coefficient x5

He3 Tanks
Allows for storage of He3 beyond what is immediately needed by the ship.
Cost: TBD
Space: 15
Storage Capacity: Allows for storage of (hull coefficient) x 10 units of He3

Deep Space Sensor Array
"I can see you!"
Cost: TBD
Special: Allows scanning an entire system for stealthed ships.
Penalty: Equipped ship cannot use stealth tech when activated
Penalty: Weakens ship structure
Space: 20

Mobile Research and Laboratory Module
Come accross a posthuman artifact? Want to know what lurks in that nebula? Wondering why the sun in your sector's winking at you? Look no further for your answers than the Mobile Research and Laboratory Module (MRLM). Filled with scientists working around the clock to determine if that brown substance is chocolate or a screaming postie pile of goo, this module is your one-stop-shop for solving all those mysteries out in the wild, wild frontier of the rim.
Cost: TBD
Special: Allows for more plot hooks/lewt from your exploration missions!
Special: Only available to rim/indie/expanse league states
Space: 15

He3 Scoop and Refinery
Allows for mining of gas giants or direct collection of He3 sources while on the go. Most useful in the deep rim.
Cost: TBD
Special: Allows mining of He3 on the go.
Space (Military Ships): Hull Coefficient x4
Space (Civilian Ships): 5

Mobile Spacedock
Like floating drydocks of today, they permit the conduct of ship repair where proper infrastructure is lacking.
Cost: ?
Special: Allows for major repairs to be conducted to ships. Only ships of similar size or smaller may use the mobile spacedock
Space: ? Probably a large amount, say 80-90% of all available space.

Salvage Smelter and foundry
Allows Salvage and stripping of shipwrecks/asteroids for their supplies/raw materials.
Special: Converts shipwrecks into supplies
Special: Converts suitable asteroids into supplies
Cost: TBD
Space (Military Ships): Hull Coefficient x8
Space (Civilian Ships): Hull Coefficient x5
Penalty: Reduces hull structure strength 50%

Support Tender
Designed to provide support to multiple ships, this component represents a ship's ability of conducting repairs to other vessels, including via EVA walks and usage of multiple shuttles. It is capable of conducting basic repairs to vessels and holding significant number of supplies without incurring major penalties.
Bonus: Reduces small cargo bay space requirements by 50%
Special: Allows for basic repairs and refueling in the field
Cost: TBD
Space (Military Ships): Hull Coefficient x9
Space (Civilian Ships): Hull Coefficient x6
Penalty: Reduces ship strategic speed by 15%

Heavy Support Tender
Similar to the support tender, save that this one is far more advanced and allows for significant repairs to be committed even to badly damaged ships.
Special: Can pay a supply cost to give shipwrecks a minimum functionality
Special: Allows for advanced repairs and refueling in the field
Cost: TBD
Space (Military Ships): Hull Coefficient x12
Space (Civilain Ships): Hull Coefficient x9
Penalty: Reduces ship strategic speed by 30%
Penalty: Reduces ship tactical speed by 30%


Magnate History Path Suggestions

Join The Magnates: +Transgene, +Military, +Logistics, -Rim Relations, -Theta or Join The Magnates: +Transgene, +Military, +Logistics, -Rim Relations, May not Select Artifact Find: Found Theta

Magnate Default Tech Choices

Cybernetics Tech
Xenotech
Theotech
Ground Tech
Aerospace Tech

Political

We're People Too (+ARROWs relations)
Transgene supremacy (++transgene, -relations
Outward Bound (+logistics +FTL tech)
Detente (+league relations, +ZOCU relations)
House of War (+transgene, +military, -relations)
Inward-turning (+wealth +morale)
Buddy System (++Techlevel, -Military)
We Must Repent (+Morale, +Relations, - Military)
The Only Good Drone: ++PIP, ++CIP, -Morale
Exhumans r' Us: +Transgene, +Cybernetics Tech, +Morale
Evangelical Transhumanism: +Military, +Doctrines, +Logistics

Economic

Genejack Factories: +PIP, +CIP, +Pop
Clones Clones Clones: ++Pop, +CIP
A Model Society: ++morale, population works better
Send In the Drones: ++PIP, +CIP
Robots in Disguise: ++AI Tech, +(Robot) Pop
The Fifth Element: ++Pop, +Tech
The Cheese Stands Alone: ++Wealth, +Pop, -Rim Relations
Mine, Mine, Mine! :+++ Wealth, -Morale
Center for Research (++ Techlevel, + tech, + CIP, - PIP)

You thought harder, a lot harder. Sadly most of the discoveries haven't panned out but with a well-funded research base and lots of high-tech industry you're sure it's only a matter of time.

Military

Series VII Replicas: +Military, +Transgene, +Pop, +Ground Doctrines
Cyborg Ninjas: +Sneaky Shit, ++Doctrines, +Cybernetics Tech
Holy Shit it's the Clans: ++Techlevel, ++Tech
The Science of War: +transgene +logistics ++doctrines
Reverse Engineering: +Mecha Tech, +Tech, +Ground Doctrines, +Air Doctrines
Supersoldier Factory (+ tech, + transgene, ++ supersoldiers)
Some Magnate worlds breed or construct the notorious Magnate Supersoldier, a high tech transhuman warrior.
War Winner (+Theta, +Tech, +Doctrines)
Your military was hardened in the crucibles of war, succeeding where many others failed to acquire the theta dust that the entire conflict was fought for.
Transhuman Wave: +PIP, ++Logistics, ++Military, -Techlevel
Some magnate worlds were low-tech and relied on numbers in their invasions instead of qualitative superiority.


History Path Tech Bonuses (for the ones missing entries)

Universal


[Dominantly Baseline] +3 Civilian Tech
[Hell World|Tough It Out!] +5 Tech Efficiency? (maybe +resiliency tech?)
[Resource Rich World|Simple Ores] +3 Mass Production
[Resource Rich World|Fascinating Pharmaceuticals] +5 Civilian Tech
[Resource Rich World|Relic Dust] +5 Basic Theotech
[Terraformable World|Get To Work] +5 Civilian Tech
[Garden World|Population Boom] +10 Civilian Tech
[Garden World|Cash Crop] +2 to any two fields
[Garden World|Xenomorphs] +3 to any weapon