Moneystan

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The Paths

Starting Amounts

Nothing! All paths will add up to the equivalent total.

Exploration Era

Exp-1) World Type

Terraformable World (go to Exp-4)
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.

Exp-4) Terraformable World

Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP)
Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.

Exp-6) Precursor Relics

Some star systems were simply never touched by the Precursors.
Limited (+ 150 dust, + 5 SP)
Most worlds with complex biospheres were seeded in the distant past by the Precursors and now the ancient relics of their technologies lies locked in the rocks below.

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

Routed (+ 10 SP)
Along a major arm.

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)
  • Go to Col-7 afterwards for Local Affairs
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

Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)

Col-6D) Colonial Demographics

Fortune Seekers (+100 Wealth)
And some decided to go to space to get rich

Col-6E) Backing

Civilian Government Sponsored (+ 60 Pop)
A government backed your effort to move into space

Col-6F) Colonists

Specialists (+100 CIP)
Some colonies were very picky about their selection, bringing only the best
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

Reaganomics (+ 100 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.
Longshots

Break-6) Longshots, Isolated Again

Refugees! So Many Refugees! (+120 Pop, +200 PIP, +200 Wealth, +4 Logistics, +5,000 military, -morale)

War Era and Aftermath

War-1) Choose Your Side

Independence! (+ 10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) *Must be Broken Down factional, any UN or Longshot, negates Dust to Dust
Independents

War-9A) Indie World Politics

Take a Third Option (+200 Wealth, +1 logistics, +Relations with secondary powers)
Core? ZOCU? Nay! We choose otherwise!

War-9B) Indie World Economics

Regional Hub (+ 300 wealth, + 60 pop, + 100 CIP)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.

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.

Current Era

Cur-1) The Business of Government
For choices with an X/Y format, only one can be chosen.

Future Government (+2 Morale, +20 Transgene or +100 AI application)
Multiparty Democracy (+1 Morale, + 100 application (common), + 100 Wealth or + 100 CIP)
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or +2,500 Stockpiles or + 60 Population)
Corporate Direction (+ 100 Wealth, + 100 CIP, + 100 Applications or +100 Dust. May take an additional -1 morale to double any bonus)
Space Monarchy (+ 2,500 Military, + 100 PIP, + 10 logistics or +20 Transgene Tech Level)
Junta/Tyranny (+ 5,000 Military, + 1 logistics, + 2,500 Stockpiles, - 60 Population, - 2 Morale, ++ Security, + Secrecy and +2,500 military or +100 Dust and +100 theta)

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.

Reaganomics (+ 100 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.
Libertarian Rickroll (+ 100 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 (+ 100 PIP, - 100 Wealth)
Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
Economic Progression (+ 100 CIP, - 100 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.
My Toaster Hit Singularity (+100 dust, - 100 CIP)
Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
DustPEC (+ 100 Wealth, - 100 Dust)
Money probably not used to fund exhuman insurgents.
Found Religion (+ Morale, - 100 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! (+ 2,500 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, - 2,500 Military)
The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
Relena's Rules (+ 100 Wealth, + 60 Pop, + Morale, - 5,000 Military, - Logistics, - pacifist)
The Sanc Kingdom's legacy of total pacifism lives on.
Hippies Under The Bed (+ 60 Pop, - 2,500 military)
Make Love, Not War!
Revanche! (+ morale, - 2,500 military)
You lost last time, now to get even!
Bombed Flat And Angry About It (+ Morale, - 100 CIP)
Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
Build It And They Will Come (+ 1 logistics, - 100 Wealth)
Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
Ran Outta People (+ Computer application, - 60 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 (+ 100 application, - 60 Pop, - morale)
Sometimes, sacrifices must be made for the greater good.
Cut To The Bone (+ doctrines, - 2,500 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, - application)
Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
The Weak Perish (+ doctrines, - 60 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.
Swords to Plowshares (+ 100 PIP, - 2,500 military)
They will beat their swords into plowshares and their spears into pruning hooks.
Plowshares to Swords (+ 2,500 military, - 100 PIP)
They will beat their plowshares into swords and their pruning hooks into spears.
Shoot the Scientists (+ 100 applications, - 2 Global Tech Level)
. . . but keep the engineers.