Polity Creation
Making A Nexus nation
Simplicity itself. Simply assign your points to each of the categories until you run out. That'll give you the basis around which to write up the details of your nation.
Modifiers listed apply bonus points towards a particular rank, rather than directly modifying the Rank itself. For example, (Infrastructure +3) means that three bonus points are automatically added to the Infrastructure category, and (Growth -2) means that two points are subtracted from Growth. The player must make up the remainder to gain a new rank, if only part of the point cost is fulfilled; excess points are wasted.
Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.
You have 35 points to build your nation
Population
- Rank 0 (0 points): A backwater nowhere solar system, the Nexus equivalent of a city-state.
- Rank 1 (2 points): A small alliance of habitats, a single minor star cluster. Adds +1 Growth Potential.
- Rank 2 (3 points): A lesser state, though one that cannot be ignored. An exceptionally populous minor cluster or else one of several nations on a major cluster. Adds +1 to Infrastructure.
- Rank 3 (5 points): A fairly typical midsized nation, the typical owners of a major star cluster or multiple smaller ones. Adds +1 to Infrastructure and Space Fleet.
- Rank 4 (6 points): A large nation with a substantial, diverse population spread across many solar systems. Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.
- Rank 5 (7 points): A top-tier state with a massive population. Space-China. Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.
Transhumanism
- Rank 0 (0 point): Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’ if generally healthier, fitter and perhaps smarter than 20th century humans. All of humanity is at this level, due to the social programs of the 21st century. Most people at this category live well into their late 1st century.
- Rank 1 (2 points): Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques. Truly superior specimens are becoming the norm. Reproductive speciation is a possible side-effect, though uncommon and can be mediated..
- Rank 2 (4 points): ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some. Reproductive speciation is inevitable and discrimination from baselines is not uncommon
- Rank 3 (6 points): You are in many ways barely human. Massive cybernetics and genetic enhancements, melding the human body with exotic nanosymbiots or phase imaging polymers, or downloading your entire population smart matter entities comes under this level. Add +1 Apex Technology but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 2 or less.
Infrastructure
- Rank 0 (0 points): Well, you could probably rearm a warship . . . Construction Rating 20, max size 4
- Rank 1 (1 point): Construction Rating 30, max size 6
- Rank 2 (2 points): Construction Rating 40, max size 10
- Rank 3 (3 points): Construction Rating 50, max size 15
- Rank 4 (4 points): Construction Rating 60, max size 40
- Rank 5 (5 points): Massive, well developed planetary and spaceborn industry. Construction Rating 70, max size 100
- Every additional Rank of Infrastructure adds 5 to the Construction Rating
Growth Potential
- Rank 0 (0 points): Overcrowding and resource shortages are chronic; you need relief and now!
- Rank 1 (1 point): Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
- Rank 2 (2 points): You have room to grow, but not much
- Rank 3 (3 points): Most of your resources have been set up to be exploited but you haven't even begun to do so yet.
- Rank 4 (4 points): So many natural resources you're probably selling them to people.
- Rank 5 (5 points): The Frontier. Resources are plentiful, with plenty you probably haven’t even begun to tap yet.
Military Support
- Rank 0 (0 points): Your nation simply sees little need for a large military; 6x Infrastructure in support
- Rank 1 (1 point): 8x Infrastructure in support
- Rank 2 (2 points): 12x Infrastructure in support
- Rank 3 (3 points): 14x Infrastructure in support
- Rank 4 (4 points): 16x Infrastructure in support
- Rank 5 (5 points): 18x Infrastructure in support
- Every Rank past 5 adds 1x to the multiplier (19x, 20x, etc)
Space Fleet
- Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
- Rank 1 (1 point): 200 fleet points
- Rank 2 (2 points): 350 fleet points
- Rank 3 (3 points): 490 fleet points
- Rank 4 (4 points): 620 fleet points
- Rank 5 (5 points): 740 fleet points
- Every Rank past 5 adds +100 fleet points
Diplomacy
As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important. While this attribute primarily affects NPCs, states with 0 diplomacy going and making alliances with everyone neighboring PC can expect to get modhammered.
- Rank 0 (0 points): Space North Korea or similarly unpleasant and insular regimes.
- Rank 1 (1 point): Diplomatic blunders or simple lack of care is common. You're not quite playing on Diety, but the popular press is rarely favorable to you.
- Rank 2 (2 points): You are just another body in the Hyper Galactic Space UN.
- Rank 3 (4 points): Your diplomats are tireless and your nation often displays local leadership, with the occasional flashes of greatness.
- Rank 4 (6 points): Your leaders routinely expect to get Nobel Peace Prizes every year they're in power.
Espionage
- Rank 1 (1 point): Typical hypercorp security measures.
- Rank 2 (2 points): Run of the mill intelligence apparatus.
- Rank 3 (4 points): Many Bothans died to bring us this information.
- Rank 4 (6 points): Sure, I can get the information you want chummer. Got the nuyen?
General Advancement
- Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the norm. Major powers that have low technology like this almost certainly compensate with an assload of industry.
- Rank 2 (4 points): Average advancement, no glaring weaknesses or strong points.
- Rank 3 (8 points): An impressive display of technological aptitude that puts you above most of your peers. Fusion Torches, Particle beams, lasers
Apex Technology
The legacy of posthumanity, Apex technology is typically far beyond understanding, violating basic physics.
- Rank 0 (0 points): Only basic Apex technology, you've got access to the only common ubiquitous designs
- Rank 1 (1 points): You've cracked open a few postie vaults, you have access to two Uncommon Apex Techs
- Rank 2 (2 points): You've been busy
- Rank 3 (3 points):
- Rank 4 (5 points):
- Rank 5 (8 points):
For full Superweapon rules, see the relevant section below.
Apex Production
- Rank 0 (0 points): 50 Apex Production Points
- Rank 1 (1 points): 100 Apex Production Points
- Rank 2 (2 points): 150 Apex Production Points
- Rank 3 (3 points): 200 Apex Production Points