Second Sphere History Paths
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.
Techlevel
Techlevel represent your nation's extraordinary ability to develop new technologies. Techlevel can help reduce the time and/or cost of new technologies. Full Rules.
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/Initial Conditions
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 (automatically change one dot of Ground doctrines for one dot of Fleet doctrines)
- 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)
- Prosperous (+ morale, + stockpiles)
- 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, + PIP, - CIP)
- 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
L1) The Business of Government
Note that it may make more sense to chose this route at the end of the history path. For choices with an X/Y format, only one can be chosen.
- Future Government (++ Morale, + Transgene/AI Tech)
- Multiparty Democracy (+ Morale, + Tech, + Wealth/CIP)
- Single Party Governance (+ PIP, + Wealth, + Military/Population/Stockpiles)
- Corporate Direction (+ Wealth, + CIP, + Tech/Dust)
- Space Monarchy (+ Military, + PIP, + Logistics/Transgene)
- Junta/Tyranny (++ Military, + Logistics, + Stockpiles, - Population, - Morale, + Spies/Dust)
The Breakdown
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, + Logistics 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 (+1 hangarize, + Power tech, + morale, + doctrines, + ZOCU relations, -1 Shipbuilding, - debt, - Treaty of Sirius)
- A few non-ZOCU worlds joined in to seize their own independence, augmenting ZOCU's combat power and recieving various technical and military air in return.
- Be Interventionist (+ Military, + logistics)
- With the Core and ZOCU glaring at each other, those small worlds nearby are ripe for the picking . . .
- Core Subversion (+ dust, + SP, + logistics, - morale)
- Some nominally independent worlds had strongly pro-core governments, often running counter to the wishes of their populace.
- Take a Third Option (+ logistics, + Relations with secondary powers)
- Core? ZOCU? Nay! We choose otherwise!
- Fie On The Homeland (+ PIP, ++ logistics, - non-Rim relations)
- Some more independent worlds turned their back entirely on the homeworld, looking outwards to the detriment of those who might otherwise call them friend.
- Still Alive (and out there!) (++ PIP, + Dust, - tech)
- More than one world recieved independence by virtue of being so distant that no-one was willing to force them into line.
- Phezzan (+ sneaky shit, + all relations, - military)
- It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones.
- Planet Wal*Mart (++ PIP, + Wealth, + ARROWs relations, - military)
- Corporate worlds generally have a specific reason for existing. Warfare is not one of them.
- Law of the Gun (++ Military, + PIP, - Morale)
- The breakdown didn't just affect FTL drives, but your societal fabric as well. Now, the strong rule and the weak serve.
- Transhuman Supremacy (++ Transgene, + Morale, - relations)
- One or two worlds become what Stauss-Kaserists fear, a powerful and self-willed state that exposed a philosophy of transhuman dominance.
- Ideological Purification (++ Morale, + PIP, + military, - pop, - relations)
- Sometimes, a good violent cleansing is exactly what a world needs. Those on the losing side probably disagree, or they would if they hadn't been shot or re-educated.
F2) Indie World Economics
- Regional Hub (++ wealth, + pop, + CIP)
- Worlds with good positions can reap the rewards, accumulating wealth and prestige.
- Expanse Production Center (++ PIP, ++ CIP)
- A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
- Transhuman Resources (+ transgene, + wealth, + CIP, + tech)
- Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
- Center for Research (++ Techlevel, ++ tech, + CIP, - PIP)
- Some worlds make a point of being open to research of all sorts.
- The Tensor Building (+ dust, + CIP, + Techlevel, + weapon tech)
- Tensor Industries is the largest public manufacturer of arms in the Expanse, with active production and research divisions.
- Exploration Launching Point (++ dust, ++ logistics, + FTL tech, - military)
- With the Breakdown finally resolved, some see a new age of exploration dawning in the Rim.
- The HECsagon (+ Logistics, +++++ Helium, - military, - PIP)
- The HEC operates several major helium extraction facilities in the Expanse to feed local demand.
F3) Indie World Military
- Fort Up (+ military, + stockpiles, + defensive stuff, + ground doctrines, + ground tech)
- The best way to ensure a nation's survival is to become too difficult for any opponent to effectively conquer.
- Salvation Armada (+++ military, ++ logistics)
- Many warships and other weapons were abandoned in the Expanse during the breakdown, too far from any catapult to be recovered and hurridly transfered to local governments.
- Scrap Heaps (++ PIP, ++ logistics, ++ military, + doctrines, -CIP, - tech)
- The myriad dangers both real and imagined out in the Rim can easily induce a culture of overpreparedness at the expense of forward planning, with even the most obselete piece of gear kept in service.
- Zoom and Boom (++ military, + air doctrines, ++ aircraft tech)
- Air, or at least aerospace, is seen as the dominant paradigm - likely inspired by PACT doctrines, trainers and technology.
- The Fleet does the Flying (+ military, + logistics, + PIP, + fleet doctrines, + ship tech)
- A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary.
- Friends from ZOCU (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech, + mega particle tech)
- ZOCU has been active in finding friends and like-minded neutrals, providing technical support and training to them.
- Hypertech Bullshit (+ theta, + Techlevel, ++ tech)
- A handful of worlds have begun to seriously reverse-engineer posthuman technology, pushing the boundaries of science back and deploying weapons of stunning power.
- Low Profile (++ sneaky stuff, + CIP, ++ doctrines)
- Some government prefer to accomplish their goals more quietly; while they may lack the raw combat power of legions of marines or fleets of warships, they can also accomplish things much quieter.
ZOCU Routes
G1) ZOCU World Politics
- Put It Behind Us (+ Wealth, + Pop, + stockpiles)
- While the war was bloody and damaging, ultimately the ZOCU worlds got the true sovereignity they were fighting for. Now, the time is to rebuild those bridges that were destroyed.
- Never Forget (+ military, + logistics, + doctrines)
- The war was won due to the fighting spirit of the ZOCU soldier and the lack of spirit in the Core. If they ever chose to return, we must be prepared to fight.
- Guiding Star (+ ZOCU relations, + tech, + morale, + transgene)
- There's a path to greatness and only you can show others where it lies.
- House of War (+ morale, + transgene, + ground doctrines, + logistics - core relations)
- The Core is the Great Satan, the Evil Empire, the Hun. They are the cause of all the misery that's afflicted the ZOCU worlds.
- Internal Collapse (+ military, + SP, + logistics, + stockpiles, - morale)
- The strain of war was too great for some worlds, and ultimately their government paid the ultimate price. Repairing the damage done during the war is a high priority for ZOCU.
- Hardliner Ouster (+ morale, + ARROW relations, + Core relations, + pop, - ZOCU relations)
- After the excesses of the previous hardline government, the populace (or perhaps just a select group in the government) removed them, charting a new course away from ZOCU.
G2) ZOCU World Economics
- Regional Hub (++ wealth, + pop)
- Worlds with good positions can reap the rewards, accumulating wealth and prestige.
- Center for Research (++ Techlevel, + tech, + CIP, - PIP)
- Some worlds make a point of being open to research of all sorts.
- Arms Production Center (+ PIP, + Techlevel, + weapon tech)
- A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
- Transhuman Resources (+ transgene, + wealth, + tech)
- Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
- Postwar Depression (+ Logistics, + military, + CIP, ++ PIP, -- Wealth)
- The war hit hard and too much was done in the name of war expediency. The military was strong enough to survive, but the people have been impoverished.
- Crash Industrialization (+ CIP, + Wealth, ++ PIP, - debt)
- Vast sums of money were spent during the war to build factories of all stripe, a modern-day Great Leap Forward.
G3) ZOCU World Military
- Fort Up (+ military, + defensive stuff, + ground doctrines, + ground tech)
- The best way to ensure a nation's survival is to become too difficult for any opponent to effectively conquer.
- Fight in the Jungle (++ ground doctrines, ++ morale, + ground tech, - pop)
- Battles in the jungle against prepared defenders can be long, bloody affairs, as ZOCU taught the Core.
- Giant Robots Rule (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
- The combat frame was ZOCU's signature weapon, seeing service on land and in space. Coupled with hangarized warships, ZOCU's fleets were unmatched in flexibility.
- The Silent Service (+ stealth technology, + CIP, + dust, + ship technology)
- A few worlds sent out stealthed warships to raid core shipping, disrupting their operations and pulling resources away from the front.
- Midseason Uglies(+ Theta, + Theta tech, + CIP)
- The engineers of Kanon had no qualms about developing ever more radical technologies and machines to deploy into battle.
- Low Profile (+ sneaky stuff, + CIP, ++ doctrines)
- Some government prefer to accomplish their goals more quietly; while they may lack the raw combat power of legions of marines or fleets of warships, they can also accomplish things much quieter.
- Crush them WITH YOUR MIND (+ transgene, + CIP, ++ tech)
- Advanced transgenic upgrades skirted the borders of acceptable ethics, but few avenues were left unexplored in a bid to win the war.
PACT Routes
H1) PACT World Politics
- New American Millenium (+ Military, + Technology, + Morale, - Rim relations)
- Your colony has primarily exports freedom, democracy, and McDonalds to the Rim. Sadly the Rim doesn't seem to appreciate it.
- Hope and Change (+ Wealth, + Pop)
- Personal charm and promising change from the no-doubt unpopular former regime have gotten your power some additional immigration and revenues.
- American-Led Peacekeeping (++ dust, + SP, + logistics, - morale, - pop)
- Your colony is one of those places where freedom and democracy was exported to. It kinda sucks to be occupied by foreign forces but here, have a Big Mac and it'll be all better.
- Corporate State (+ Wealth, + Tech)
- Deregulation has helped boost your power's economy, as large interstellar corporations gain significant footholds in your colony both economically and politically.
- Transhumanize! (+ transgene, + CIP, + tech, - Morale)
- Recent human enhancement programs in your colony have increased human ability, as well as bringing with it advances in productivity and biotechnology, but strained relations between the enhanced and unenhanced are now a political problem.
H2) PACT World Economics
- Ignore the War (++ wealth, ++ pop, - logistics)
- Do what America did best in the early 20th century by ignoring the wars going on in faraway lands.
- Center for Research (++ Techlevel, + tech, + CIP, - PIP)
- Government funding has been heavily invested into advanced industries and cutting-edge science. 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.
- Arms Production Center (+ PIP, + Techlevel, + weapon tech)
- Economic stimulation via the act of making things that blow up sounded good on paper, but didn't work out in practice. On the other hand now you have plenty of things that make other things blow up, and you've gotten really good at making them.
- Postwar Depression (+ Logistics, + military, + CIP, ++ PIP, -- Wealth)
- After the massive crash industrialization taken to fight in the ZOCU war, your nation was suddenly struck with the problem of not having any reason to keep all those people employed in the firearms factories.
- Blood for Dust (+ Theta, ++ logistics, - morale)
- Invading someplace with active posthuman machinery and occupying it for years might have hit your government's popular support, but it secured a decent supply of Theta dust.
H3) PACT World Military
- Zoom and Boom (+ military, + air doctrines, ++ aircraft tech)
- Airpower wins wars. Your air force has seen a lot of funding increases, making it a large, well-trained, and advanced force.
- The Fleet does the Flying (+ military, + PIP, + fleet doctrines, + ship tech)
- The Great White Fleet's back and it's all under your control.
- Send in the Marines (+ ground tech, + military, ++ ground doctrines)
- No matter how overwhelming your fleet is, or how through your air dominance is, you still need boots on the ground, and your military planners understand that.
- Rangers Lead The Way! (+ sneaky stuff, + CIP, ++ doctrines)
- In the ZOCU war, your contribution was measured in special forces. Your "wet works" units are skilled and numerous, and the infrastructure needed to build that high-tech gear has grown prodigiously.
- Area 52 (++ doctrines, ++ Tech, - Wealth)
- DARPA (or some analogue) has set up a branch office wherever you are, dedicated to testing out any technology that doesn't break more than one law of physics, and is bringing very experienced friends over to help with that testing as well as with training your military.
- Once Tom Clancy Is Mass Produced... (+ stealth technology, + CIP, ++ aerospace technology)
- If something can't be seen and flies really fast, it can't be hit, and everyone knows airpower wins battles. Military development has reflected that.
- Keep 'em Flying (++ Logistics, ++ Cargo)
- You might not be making cutting-edge advances, but in the end all that fancy gear is useless without supplies, which you can deliver to your troops in great quantity.
- Tin Soldiers (++ AI tech, + ground doctrine, + air doctrines)
- People dying in wars is unpopular. The solution, of course, is to eliminate people from the battlefield with AI systems.
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 (++ Techlevel, + tech, + CIP, - PIP)
- Arms Production Center (+ PIP, + Techlevel, + 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)
- Admiral Zweiker's 'Young Officer' clique innovated many new technologies and techniques during the war, though at both a political and military cost.
- New Golden Age (+ Naval Technology, + Naval Doctrine, ++ Warships, + logistics, - Ground Forces)
- The 'Old Guard' of the DSF still remains immense prestige after the decisive victory over Haraway's World, continuing the EU's proud tradition of powerful, effective warships into the 23rd century.
- Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
- It was the EU's Doppelsöldner mobile suits that became the propaganda face of the war, turning ZOCU's weapons against them. However, they flew in the face of all established theory and doctrine, and the 'Schrecklichekinder' remain marginalized.
- 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)
Sino-Russian Routes
J1) Sino-Russian Arm Politics
- Breakway System (+Non-core relations, +PIP, +CIP, -Chinese relations)
- Some colonies in the Sino-Russian Arm took advantage of the Breakdown to free themselves from rule by Earth, at least nominally.
- Democracy Unleashed (+ Morale, + CIP)
- Others were more stable, having peaceful changeovers from colonial rule to a democratic system, as was intended for colony governance.
- Special Administrative Region (+RP, +Tech, +Morale, -Doctrines)
- A few, owing to certain factors, have been given extreme freedom of action due to their economic or research importance but their military readiness has suffered, owing to the belief that "Earth will take care of it".
- Autonomous Region (+ Morale, + Military, + Pop, - Debt)
- Some were originally granted extreme amounts of leeway by their founding government, but with the implication that they'd be on their own. Such colonies generally were happy with their independence but required a buildup of military force beyond normal, causing them to suffer from high debt.
- Province (+Pop, +Stockpiles)
- Some colonies have or had become full provinces of their government, even, although owing to distance regional governors are still given a greater-than-average amount of leeway to act.
- Direct-Controlled Municipality (+Wealth, +CIP, +Pop, -Morale)
- After the Breakdown ended a few particularly rebellious colonies were suppressed and put back under terrestrial control. These colonies have generally been given significant economic aid and there are high incentives to immigrate to them, but there is still an undercurrent of anger at their conquest.
J2) Sino-Russian Arm Economics
- Special Economic Zone (++Wealth, + Pop, +CIP, +PIP, -Military, -Doctrines)
- It is not uncommon for certain regions in the Sino-Russian arm to offer corporate havens, but due to low taxation rates military readiness suffers.
- Transshipment Center (+CIP, +Tech, +Dust, +Logistics, - Wealth)
- The existence of posthuman artifacts and the valuable Delta/Theta Dust in the Rim make certain colonies drop-off points for exploration missions. The Chinese and their "treasure fleet" meant that many colonies they founded became port colonies for said treasure fleets, and with the Breakdown spent much of their time reverse engineering the dust they received.
- Military Industrial Zone (+CIP, +PIP, +Weapon Tech, +RP, -Wealth)
- A few colonies have been heavily involved in the arms trade, making them havens for military weapons production and development.
- Regional Defense Base (+Military, +Logistics, +PIP, +Pop, -Wealth)
- Strategic outposts in the arm were heavily reinforced with soldiers, who, during the Breakdown or post-Breakdown years, stayed and reinforced the arm further.
- Conurbation (+++ Pop, + PIP)
- The Sino-Russian Arm was colonized by several of the most populous countries on Earth, and many of their Colonies have populations massively larger than the norm.
J3) Sino-Russian Arm Military
- Supersoldier Factory (+ tech, + transgene, ++ supersoldiers)
- Strauss-Kaserism never took off in China or Russia, meaning that they are one of the few Core powers to still commonly use the heavily augmented in military roles. A few of China's colonies took that doctrine to heart.
- Got a PLAN (+ military, + PIP, + fleet doctrines, + ship tech)
- With planets surrounded by space, it is no wonder that the first line of defense, and the best funded one for many colonies, is the navy.
- Long March Into Space (+Navy, ++Shipbuilding Tech, +Fleet Doctrines, +Logistics, -Debt)
- The PRC today has a significant amount of force projecting that several of her colonies wish to emulate, but without the PRC's economic powerhouse, such an attempt invaribly leads to swimming in debt.
- Crysis Situation (++Dust, +Tech, +Sneaky Shit)
- A handful of Sino-Russian arm colonies have been raided for their posthuman ruins, and to hold them have improved the size and sophistication of their special operations forces.
- Fist teams (++ Doctrine +technology +CIP)
- The Sino-Russian Arm has shorter logistical trails and a higher overall population compared to the other arms, meaning that the governments involved in colonizing it could afford to be both more selective with the quality of soldiers as well as equip them with more advanced technology compared to other powers.
- Steel Dragons (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
- The Sino-Russian arm was neutral as a whole during the ZOCU war, and took advantage of that stance to buy and reverse-engineer mecha technology, as well as take lessons from battle reports in their application.
League Routes
K1) League Politics
- Be Interventionist (+ Military, + logistics)
- You like meddling in other people's business.
- Fie On The Homeland (+ PIP, ++ logistics, - non-Rim relations)
- You left for a reason. And you'll keep looking outward.
- Still Alive (and out there!) (++ PIP, + Dust, - tech)
- You're a long way out, and stand on your own two million feet.
- Law of the Gun (++ Military, + PIP, - Morale)
- You run this country like you ran your army: Find problems, and shoot them.
- Transhuman Supremacy (++ Transgene, + Morale, - relations)
- We don't want anything to do with you lessers... mostly.
- Ideological Purification (++ Morale, + PIP, - CIP, - relations)
- We don't want anything to do with you heathens/backsliders/socialists/etc.... mostly.
- Evil to Fight Evil (+military, +transgene, +doctrines, +tech, –morale, -relations)
- It worked for the Magnates. Now you'll make it work for you, no matter who complains.
K2) League Economies
- Regional Hub (++ wealth, + pop)
- Much regional commerce goes over your tables.
- Black Market Hub (++ wealth, +CIP)
- Much regional commerce goes under your tables.
- Basketcase (+ pop, ++ PIP, + military, + logistics, --wealth)
- Your economy has collapsed and is being rebuilt from the basics - mines, factories and law enforcement.
- League Production Center (++ PIP, ++ CIP, - wealth)
- Primary industry feeds secondary industry feeds your coffers.
- Exploration Launching Point (++ dust, + logistics, + FTL tech, - military)
- You are the gate to the rim, and fund explorations into it.
- Regional Port (+ dust, + PIP, + CIP, +2 Shipbuilding, - ground tech)
- You have strong spacefaring infrastructure.
- Mao Mode (+military, +PIP, +doctrines, +stockpiles, + morale, -CIP, -tech)
- Back to basics. With stirring songs.
- Stalin Mode (++PIP, +CIP, ++logistics, -doctrines, -morale)
- You'll get this planet moving, and make sure nobody can stop you - be they civilians or officers.
K3) League Military
- Battlefield World (+ military, + stockpiles, ++ defensive stuff, ++ ground doctrines, - pop)
- Your world was the site of vicious battles during the War.
- Salvation Armada (+++ military, ++ logistics)
- It isn't too special, but it's certainly big.
- Scrap Heaps (+ PIP, ++ logistics, ++ military, + doctrines, - tech)
- It's special in the wrong direction, but at least you know how to use it.
- Magnate Killteams (++ sneaky stuff, ++ doctrines, + stealth tech)
- Shoot the head.
- Copycat (+ military, + CIP, + air doctrines, + ground doctrines, + mecha tech)
- Giant robots won the Zodiac War. Now they'll win yours too.
- High-Tech Bullshit (+ Techlevel, ++ Dust, ++ tech)
- In a backwards place like this, the cutting edge makes you king.
- Guts (+ military, + doctrines, +++ morale)
- You will die for the cause, and you're equipped to take others with you.
Starting Tech Bonuses
A nation gets all of the first row of technologies and must chose two from the follow row(s). Names inside [Brackets] are prerequisites for certain choices.
- Independent: ++ Technology (common), +5 Shipbuilding, Cruiser Construction
- + Beam/Pulse Tech, + Railgun Tech, + Missile Tech, + Technology (common)
- [Get Sirius] +2 Hangarize, [Phezzan] + Stealth Tech, [Transhuman Supremacy] + Cybernetics, [Expanse Production Center] Capital Construction/+1 Shipbuilding, [Fort Up] +3 Land Battleship Construction
- ZOCU: + Mega-Particle Tech, + Power Tech, +3 Hangarize, +4 Shipbuilding, Cruiser Construction
- + Mecha Tech, + Shield Tech, + Ground Tech, + Aerospace Tech, + AI Tech, + Propulsion Tech
- [Arms Production Center] Capital Construction, [Fort Up] +3 Land Battleship Construction
- PACT: + Beam/Pulse Tech, + Aerospace Tech, +6 Shipbuilding, Capital Construction
- + ECM Tech, + Carrier Tech + AI/Robotics Tech, + Stealth Tech
- [Center for Research] + Power Tech, [Area 52] +2 Hangarize
- EU: + Railgun Tech, + Armor Tech, +6 Shipbuilding, Capital Construction
- + Naval Technology, + Ground Tech, + Mecha Tech, +3 Land Battleship Construction
- [Gundam Counterattack] +2 Hangarize, [The Special Aerospace Service] + Stealth tech
- China: + Missile Technology, +8 Shipbuilding, Capital Construction
- + Aerospace tech, + Ground Tech, + ECM Tech, + Beam/Pulse Tech
- [Fist teams] + Cybernetics Tech, [Long March Into Space] +3 Land Battleship Construction
- League: + Technology (common), +2 Shipbuilding, Capital Construction
- + Ground tech, + Armor Tech, + Aerospace Tech, + Mecha Tech, +3 Land Battleship Construction
- [Transhuman Supremacy] + Cybernetics, [Black Market Hub] + Stealth Tech
Tentative list
Derived from Sphere Technology Rules
ZOCU
- Hull Construction 0
- Hangarize 3
- Mecha Construction 2
- Forced Fusion Technology
- Standard Electrochemical Weapons
- All derived techs
- Standard Railguns
- All derived techs
- Standard Laser Weapons
- Naval + Vehicular techs
- Standard Pulse Weapons
- Naval + Vehicular techs
- Standard Mega Particle Weapons
- Naval + Vehicular techs
- Standard Missiles
- All derived technologies
- Exotic Propellants
- Armor Construction 6
- Shield Construction 2
- Scattering Field, Flash Field, Pin-Point Barriers
- Mercurion Drives
- Theta Drives
PACT
- Hull Construction 4
- Aircraft Construction 2
- Fusion Technology
- Standard Electrochemical Weapons
- All derived techs
- Standard Railguns
- All derived techs
- Standard Laser Weapons
- Naval + Vehicular techs
- Synchronous Acceleration
- Naval + Vehicular techs
- Standard Missiles
- All derived technologies
- Feral Acquisition Targeting System
- Armor Construction 7
- Shield Construction 1
- Scattering Field, Flash Field
- ECM
EU
- Hull Construction 5
- Vehicle Construction 2
- Fusion Technology
- Standard Electrochemical Weapons
- All derived techs
- Rhenium Railguns
- All derived techs
- Standard Laser Weapons
- Naval + Vehicular techs
- Standard Pulse Weapons
- Naval + Vehicular techs
- Standard Missiles
- All derived technologies
- Polystage Warheads
- Armor Construction 8
- Polarized Armor, Phase Shift Armor
- Shield Construction 1
- Scattering Field, Flash Field
China
- Hull Construction 7
- Aircraft Construction 2
- Vehicle Construction 2
- Fusion Technology
- Standard Electrochemical Weapons
- All derived techs
- Standard Railguns
- All derived techs
- Standard Laser Weapons
- Naval + Vehicular techs
- Standard Pulse Weapons
- Naval + Vehicular techs
- Standard Missiles
- All derived technologies
- All derived upgrade technologies
- Armor Construction 6
- Shield Construction 1
- Scattering Field, Flash Field
League
- Hull Construction 3
- Landship Construction 2
- Fusion Technology
- Augmented Thermochemical Weapons
- All derived techs
- Shield-Buster Techniques, Exotic Propellants
- Standard Railguns
- Naval + Vehicular techs
- Standard Laser Weapons
- No application techs
- Standard Pulse Weapons
- No application techs
- Standard Missiles
- All derived technologies
- Armor Construction 6
- Shield Construction 1
- Scattering Field, Bubble Field
Indie
- Hull Construction 3
- Fusion Technology
- Standard Electrochemical Weapons
- All derived techs
- Standard Railguns
- All derived techs
- Standard Laser Weapons
- Naval + Vehicular techs
- Standard Pulse Weapons
- Naval + Vehicular techs
- Standard Missiles
- All derived technologies
- Armor Construction 6
- Shield Construction 1
- Scattering Field, Flash Field
Has additional points to spend on tech
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)
- Religion is the opiate of the masses.
- Transgenes Go Back To Transgeneland! (+ Morale, - Transgene) - note: must have at least + Transgene to start
- The excesses of organizations such as December 23 and Blue Cosmos can easily sway popular feelings against transgenes.
- Populism! (+ Morale, - everyone relations)
- It is not uncommon for political demagogues to label all those exterior as threats and dangers and use them as scapegoats for a nation's shortcomings.
- Don't Touch That! (+ Stockpiles, - Debt) - note: your +s stockpile cannot be removed by -s debt during nation creation
- Most nations keep a certain amount of strategic stockpiles for a rainy day. Some are particularly dilligent at this.
- My Little Lacus (+ Transgene, - Military)
- The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
- Relena's Rules (+ Wealth, + Pop, + Morale, -- Military, - Logistics, - pacifist)
- The Sanc Kingdom's legacy of total pacifism lives on.
- Hippies Under The Bed (+ pop, - military)
- Make Love, Not War!
- Revanche! (+ morale, - military)
- You lost last time, now to get even!
- Bombed Flat And Angry About It (+ Morale, - CIP)
- Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
- Reaganomics (+ Wealth, - Debt)
- Massive tax cutting is an effective way to stimulate the economy, though it can lead to skyrocketing debt if care is not taken to ensure a balanced budget.
- My Toaster Hit Singularity (+ dust, - CIP)
- Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
- Libertarian Rickroll (+ Wealth, - Morale)
- The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
- Communist Manifesto (+ PIP, - Wealth)
- Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
- Economic Progression (+ CIP, - PIP)
- A natural progression seen time and time again, more educated nations move towards high-value, low-labour goods and import labour-intensive products from elsewhere.
- Build It And They Will Come (+ Logistics, - Wealth)
- Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
- Ran Outta People (+ Computer Tech, - Pop)
- Some worlds ran into the hard limits of population or lack thereof. As a result, they turned to robotics technologies, developing especially sophisticated techniques and machines.
- Immoral Breakthrough (+ tech, - Pop, - morale)
- Sometimes, sacrifices must be made for the greater good.
- Cut To The Bone (+ doctrines, - military, - logistics)
- In the aftermath of the ZOCU war and the resulting Treaty of Sirius, it was not uncommon for various combatants to drastically slash their militaries, retaining only the most skilled soldiers.
- Development Hell (+ Techlevel, - tech)
- Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
- The Weak Perish (+ doctrines, - pop)
- Disasters natural or man-made can force a certain toughness on the survivors.
- Kinderfaber Surprise! (+ drexlers, - fabers)
- The underlying technology of fabers are universal nanofabricators. More enterprising colonists have disassembled their fabers in order to 'grow' additional nanofabs.
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:
- League paths updated, less bias towards PIP with a greater focus on military paths.
- Info blurbs uploaded
- ZOCU Guiding Star changed
--Shrike 03:09, 26 July 2009 (UTC)
Changed:
- League path in E1 given + Logistics.
--Arc 15:33, 02 August 2009 (UTC)
Changed:
- No Suitable World now modified military doctrines
--Shrike 19:18, 15 August 2009 (UTC)
Added:
- Added Governments to the paths
--Shrike 07:18, 4 January 2010 (UTC)
Added:
- Three new Chaotic Events; Relena's Rules, Bombed Flat and Revanche!
--Shrike 20:04, 4 January 2010 (UTC)
Changed:
- RP changed to Techlevel to better represent the effect.
--Shrike 07:22, 10 January 2010 (UTC)