UnSol
Making an UnSol 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 (such as +3 Infrastructure) are cost, not level modifiers. Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.
Current suggestion: 30 points
Population
0: A backwater nowhere habitat, the solar equivalent of a city-state.
2: A small alliance of habitats or a single dwarf planet like Ceres. Adds +1 Growth Potential.
3: A lesser state, though one that cannot be ignored. An exceptionally populous minor world or else one of several nations on a major world. Adds +1 to Infrastructure.
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones. Adds +1 to Infrastructure and Space Fleet.
6: A large nation with a substantial, diverse population spread across many cities and habitats. Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.
7: 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
0: None at all! Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century. Badass normal powers combine!
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques. Reproductive speciation is a possible side-effect, though uncommon and can be mediated.
6: ‘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.
Infrastructure
0: Well, you could probably rearm a warship . . . Construction Rating 20, max size 4
1: Construction Rating 30, max size 8
2: Construction Rating 40, max size 16
3: Construction Rating 50, max size 32
4: Construction Rating 60, max size 48
5: Massive, well developed planetary and spaceborn industry. Construction Rating 70, max size 96
Every additional level of Infrastructure adds 10 to the Construction Rating
Growth Potential
0: Overcrowding and resource shortages are chronic; you need relief and now!
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.
2:
3:
4:
5: The Frontier. Resources are plentiful, with plenty you probably haven’t even begun to tap yet.
Military Quality
0: No real military, more like a glorified police force.
1: Barely adequate, not quite an undisciplined rabble but definately not very good.
2: Below average, your soldiers might be trained decently, but there's not many of them. Or the reverse, with a large but ill-trained army.
3: Average armed forces, nothing special but no glaring weaknesses.
4: A respectable military force, definately something to be reckoned with.
5: Best of the best, your military is well trained and/or very large.
Military Support (Replaces Military Quality)
0: Your nation simply sees little need for a large military; 6x Infrastructure in support
1: 8x Infrastructure in support
2: 8x Infrastructure in support
3: 10x Infrastructure in support
4: 12x Infrastructure in support
5: 14x Infrastructure in support
Space Fleet
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points
1: 200 fleet points
2: 350 fleet points
3: 500 fleet points
4: 650 fleet points
5: 800 fleet points
Every level past 5 adds +150 fleet points
General Advancement
0: Fairly limited technology, probably imports all high-tech goods.
1: About the lowest level at which one could design a halfway-competitive spaceship.
2: Below average technology, probably a second tier power. May have a spike or two of above-average effectiveness but overall not too impressive.
3: Average advancement, no glaring weaknesses or strong points.
4: Powerful technology including advanced energy weapons.
5: Highly sophisticated technology across the board.
Emergent Technologies:
0: Safetech only; has no access (probably deliberately) to nanotechnology, advanced AIs and the like. Battlestar Galactica.
1: You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged. Later-season Stargate.
3: Cornucopias and similar devices have begun to radically reshape your economy. Industry is faster and more flexible than ever before, and it's a little terrifying. Singularity Sky.
6: You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized. Adds +1 General Advancement. Eclipse Phase.
FTL Drives
0: Has no ability to design or construct FTL ships.
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.
3: The principles of FTL travel are well-understood and your nation can construct jumpships.
6: You [i]invented[/i] the damn things and know a few tricks others don’t. Adds +1 Outsystem Territory.
Outsystem Territory
0: No outsystem territories, strictly a Sol system power. The norm at this stage of the game, really.
1: Little more than fueling stops and barren rocks.
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.
6: You’ve actually dropped a self-sustaining colony on a habitable world. Mucho bragging rights.
Exotic
0: No noteworthy abilities or features.
1: 1 Exotic ability or technology
2: 2 Exotic abilities or technologies
3: 3 Exotic abilities or technologies
4: 4 Exotic abilities or technologies
5: 5 Exotic abilities or technologies
Setting notes
Proposed in-system Q-Drive speed of 2-5 light seconds per hour baseline
For high-travel, any ship outside of a defined distance from a significant mass can travel 10 times normal speed.
Star ‘curb’: 500 light seconds
Gas Giant ‘curb’: 100 light seconds
Major Body ‘curb’: 25 light seconds
Minor Body ‘curb’: 10 light seconds
This would put Earth-Pluto travel times at 16-40 days, one way.
Preliminary hullcosts (Modernish)
In-system ships
Corvette: 1
Frigate: 2
Destroyer: 4
Cruiser: 8
Battlecruiser: 16
Battleship: 32
Escort Carrier: 8
Light Carrier: 16
Fleet Carrier: 32
Supercarrier: 48
Jump-capable ships
Scout: 4
System Control Ship: 96
Light Jumpship (4x8): 8
Heavy Jumpship (4x32): 24