Difference between revisions of "Heaven's Wake Rules"

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::150 Common Volatiles, 15 Rare Volatiles
 
::150 Common Volatiles, 15 Rare Volatiles
 
::450 Common Metals, 45 Rare Metals
 
::450 Common Metals, 45 Rare Metals
::Hab Rating IIII
 
  
 
'''Natural Satallites'''
 
'''Natural Satallites'''
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:A significant concentration of natural resources, either in a planetary crust, or asteroid.
 
:A significant concentration of natural resources, either in a planetary crust, or asteroid.
 
::15 Points
 
::15 Points
 +
::Requires
 +
:50 Common Energy or 25 Rare Energy
 +
::Produces
 +
:300 Common Resources, Or 150 Rare Resources, or 15 Exotic
 +
 +
Advanced Resource Node
 +
:Either a Anti-matter Production Site, or mineral mining operation, this site produces one of the more
 +
rarer advanced resources in the galaxy.
 +
::15 Points
 +
::Requires
 +
:100 Common Energy or 50 Rare Energy
 
::Produces
 
::Produces
:300 Common Resources, Or 150 Rare Resources, or 25 Exotic (Excluding Energy)
+
10 Advanced Resources Excluding Xenomorphs
  
 
Interstellar T-Gate
 
Interstellar T-Gate
Line 113: Line 123:
 
::15 Points
 
::15 Points
 
::Requires
 
::Requires
X
+
50 Common Energy or 25 Rare Energy
  
 
Intra-system T-Gate
 
Intra-system T-Gate
 
:Posthuman technology, provides a wormhole link to other T-Gates within range. Connects Domains together
 
:Posthuman technology, provides a wormhole link to other T-Gates within range. Connects Domains together
 
::10 Points
 
::10 Points
 +
10 Common Energy or 5 Rare Energy
  
 
A-Gate
 
A-Gate
Line 123: Line 134:
 
::50 Points
 
::50 Points
 
::Requires
 
::Requires
X
+
50 Common Energy or 25 Rare Energy
 
::Requires
 
::Requires
 +
 +
 +
 +
Posthuman Outpost
 +
:The Posthumans have outposts and stations throughout the galaxy, considerably safer to access than Enclaves, they do however have significantly less goods on offer.
 +
::25 Points
  
 
Posthuman Enclave
 
Posthuman Enclave

Revision as of 13:37, 3 January 2011

Heaven's Wake

Nation Creation

Territory

You have 45 Territory Ranks.

Systems

Domains

Domain Customisation
Domains are large geographical entities, such as planets, or asteroid belts. Each Domain is a distinct area of space and must be placed in order from Inner System to Outer, travel between domains requires either a T-Gate or several weeks in transit. Travelling from the Innermost Domain to the outermost, could take several months.

Planetoids

Terra-Congruent World

Earth-like World Suitable for Habitation, much sought after
10 points
Produces
100 Common Energy
100 Common Metals, 10 Rare Metals
100 Common Volatiles, 10 Rare Volatiles
Hab Rating I

Terraformable World

Suitable for terraforming or undergoing terraforming, marginal habitability
10 points
Produces
100 Common Energy
100 Common Metals, 10 Rare Metals
100 Common Volatiles, 10 Rare Volatiles
Hab Rating II

Demon World

There are reasons for landing on these worlds, pleasant walks not among them
10 Points
Produces
150 Common Energy, 15 Rare Energy
150 Common Metals, 15 Rare Metals
100 Common Volatiles, 10 Rare Volatiles
Hab Rating III

Gas Giant

A gas giant is a massive planet with a thick atmosphere and a solid core
10 Points
Produces
30 Rare Energy
150 Common Volatiles, 15 Rare Volatiles

Asteroid Belt

Asteroid Belts are colletions of numerous irregularly shaped bodies called asteroids, rich with material
resources such as heavy metals and radioactive elements.
10 Points
Produces
150 Common Energy
150 Common Volatiles, 15 Rare Volatiles
450 Common Metals, 45 Rare Metals

Natural Satallites

Sites

Surface Colony

Whether centralised or distributed, a colony is a site of habitation comprising of cities.
30 points, 45 Points, 75 Points (Dependant on Hab Rating, I to III)
Requires
X
Produces
X
50 Manpower

Space Colony

Space colonies are habitation facilities located either in orbit, deep space or utilising asteroids
30 Points (Asteroid), 45 Points (Orbital), 75 Points (Deep Space)
Requires
X
Produces
X
50 Manpower

Major Military Installation

A major military base, providing a logistical hub for military operations.
10 Points
Requires

Space Elevator

Transfers materials between the surface and space.
10 Points

Major Shipyard

Builds spaceships, must be located in orbit.
15 Points
Requires
x
Produces

Resource Node

A significant concentration of natural resources, either in a planetary crust, or asteroid.
15 Points
Requires
50 Common Energy or 25 Rare Energy
Produces
300 Common Resources, Or 150 Rare Resources, or 15 Exotic

Advanced Resource Node

Either a Anti-matter Production Site, or mineral mining operation, this site produces one of the more

rarer advanced resources in the galaxy.

15 Points
Requires
100 Common Energy or 50 Rare Energy
Produces

10 Advanced Resources Excluding Xenomorphs

Interstellar T-Gate

Posthuman technology, provides a wormhole link to T-Gates in other systems.
15 Points
Requires

50 Common Energy or 25 Rare Energy

Intra-system T-Gate

Posthuman technology, provides a wormhole link to other T-Gates within range. Connects Domains together
10 Points

10 Common Energy or 5 Rare Energy

A-Gate

Posthuman Technology, uses a highly advanced unknown mechanism to fabricate devices with the only input being energy. Limited by DRM technology and incomplete access codes.
50 Points
Requires

50 Common Energy or 25 Rare Energy

Requires


Posthuman Outpost

The Posthumans have outposts and stations throughout the galaxy, considerably safer to access than Enclaves, they do however have significantly less goods on offer.
25 Points

Posthuman Enclave

Posthuman Fortresses, Posthuman Enclaves are mazes of treasure, Access Codes for T-Gates, A-Gates and even complete posthuman gadgets are waiting to be found, if one can pierce the considerable defences.
150 Points

The Dynamics of State

The Leadership

Every nation has a person or group of people in control, they are in some ways, the personification of your control, the enablement of your directives. It is important during your writeup to define your leadership and it's goal, how it became the leadership, whether through free elections or through supression of freedoms. This is important because your domestic support and foreign relations will be initially defined by these policies, especially so if framed by a democratic election.


The leadership directs the nation of course and like any organisation, has strengths and weaknesses which you may define below. You may take a total of 2 points of ability for free and another point for the cost of a negative in a field.

+Demagogue: The leadership has a vibrant speechwriting staff and an excellent orator. They can direct the argument with the appearance of conviction, understanding and sway people to their point of view.

+Diplomat: The leadership is apt at the art of diplomacy, carefully navigating the pitfalls of foreign policy. This generally results in a greater understanding of foreign nations and an ability to exercise considerably more influence than the norm.

+Media Savvy: The leadership may not have the best speechwriters, or the most skilled orator’s, but they are apt at spinning the situation to their advantage, ultizing the media to direct their message, they are less able than Demagogues to sway opinion on major issues, but are vastly more able to keep afloat In the day to day business of the nation.

+Strategically Aware: The Leadership is experienced, and/or talented in military affairs, they can influence and direct major strategy positively as well as count on the support of the military politically due to their probably extensive links with the establishment.

+Domestic Champion: The Leadership is well loved or feared at home, known to be proponents of a strong domestic agenda, this allows for greater interjection in affairs (such as strengthening the economy) and greater action to appease the populace and counter foreign agenda’s.


The leadership also gains X free points in military hardware, as leaders often need protection against terrorism and madmen.

Popular Support

This is a measure of the willingness of a population to support your policies and the general contentment in society. A combination of your domestic and foreign approval ratings informed by events and direction.

0-25: No more years

25-45: Time for Change

40-50: Indifference

50-75: 4 More years

75-100: Leader for Life

Domestic Agenda

This is an approval rating of your domestic agenda. Broadly speaking, this is affected by domestic spending on infrastructure, industry and wealth.


Foreign Agenda

This is approval rating of your foreign agenda. This is most significantly affected by conflict and how your populance percieves foreign powers and your relation with them. Supporting unpopular regimes is detrimental, though aiding those in need may be helpful if you have a compassionate society.


Civil Order

Civil Order is a different beast to popular support, though at first glance they may appear similiar. Authoritarian regimes can endure low popular support through enacting measures to ensure high civil order, while democratic regimes are easily toppled by poor civil order, but can maintain popular support more readily as they are less repressive.


0-20 Critical Civil Order: Extreme Civil disorder, national strikes or outright rebellion and riots.

20-40 Very Low Civil Order: Significant Civil disorder, wipespread protests or rebellious elements forming.

40-60 Low Civil Order: Minor civil disorder, ocassionally protests, unfriendly media or dissident activity

60-80 Medium Civil Order: Indifferent, ocassional fringe civil disorder or usual levels of dissident activity

80-100 High Civil Order: Difficult to achieve in a democracy, public is orderly and obedient, dissidents quietly gulaged


Draft

Draft is bought in units of manpower, each manpower point costing the equivalent of 1000 people. In normal conditions, Draft costs one wealth unit under 1% of population, 5 wealth under 5% and 10 wealth under 10%. Above 10% each unit costs 100 wealth.

Unit Types

Economics & Infrastructure

The Scarce Economy

Base Resources

Volatiles: Anything with a organic Compound Component, biological beings require Volatiles for sustaining their metabolisms and upgrading their biological structures with transgenic technology.

Metals: Metals are the main industrial resource.

Energy: Needed for pretty much everything.

Common Volatiles: Ice etc
Rare Volatiles: Water, free oxygen etc


Common Metals: Iron, Carbon, etc
Rare Metals: Titanium, tungsten, etc


Common Energy: Hydrogen, Nuclear Fuels
Rare Energy: He3


Advanced Resources

Advanced Resources are not base elements, but are resources that can be exploited or created. A fair few are the result of posthuman tampering.


Xenomorphs: No longer simple alien biota for pharmcutical uses, this research includes larger and more useful alien creatures, with even greater pharmacutical use, or more direct utilisations of abilities.


Anti-matter: One of the most powerful energy sources in the galaxy...though not found naturally.


Rhezenium: Post-human modified element, found throughout the galaxy, functions as a superconductor at 25 degrees celsius.


Monopolium: Artificially created element, found in some posthuman artifacts, containers or produced in factories. Useful for hyperdense armour, anti-matter storage or as a fusion catalyst.

Refinery's

Solar Array Complex
Cost:
Provides: 10 Solar Energy
Requires: 10 Common Energy, E

Geothermal Plant Complexes
Cost:
Provides: 10 Geothermal Energy
Requires: 10 Common Energy, E

Nuclear Plant Complexes
Cost:
Provides: 10 Nuclear Energy
Requires: 10 Common Energy, E

Fusion Plant Complexes
Cost:
Provides: 10 Fusion Energy
Requires: 10 Rare Energy

Anti-matter Plant Complexes
Cost:
Provides: 5 AM Energy
Requires: 5 Exotic Energy

Anti-matter Production Complexes
Cost:
Provides: 5 Exotic Energy
Requires: 20 Common Energy, 10 Rare Energy

Manufacturing

Apex Alloy Production Facility
Cost:
Provides: 5 Exotic Metals
Requires: 10CE or 5RE and 10CM or 5RM

Bioengineering Facility
Cost:
Provides: 5 Exotic Biomass
Requires: 10CE or 5RE and 10CV

Industrial Complex
Cost: ?
Supports: 50 Production Units
Requires: ? Metals ? Energy

System Types

The Post Economy

Nanofabs lead to what was called, the post-economy, usually dependant on the posthumans it was never fully leased out or developed by humanity. It lead to a revolution in living standards, as the posthumans gladly provided the means for starvation and malnutrition to be eliminated, but continued to hold the reins for more complex requirements.

Posthuman Assembler gates can create everything from a flesh and bone baseline, to a fully automated starship. They require incredible amounts of energy and significant raw materials and many are limited by DRM system’s, which the posties used to control the flow of technology and materials to transhumanity.

A-Gate:

Class I: Class I assembler gates were ubitiqoues devices, producing food, coffee and clothes for the convenience of transhumanity. Few working devices exist, they are the preserve of elites.

Input Requirements: Negligible.

Class II: Industrial class Assemblers, used to produce larger machinery, including military equipment such as rifles, mines and small vehicles

Input: 15 Energy, 15 Metals

Output: 50 post-industrial units

Class III: Large industrial class Assemblers, used to assemble large vehicles, complex machinery and other high end, high tonnage equipment.

Input: 35 Energy, 35 Metals

Output: 100 post-industrial units


Class IV: These assemblers are the largest and most sophisticated every given to transhumanity, used to produce large starship parts, spacestation construction components and other heavy duty and very large pieces of construction.

Input: 100 Energy, 100 Metals

Output: 250 post-industrial units


Class X: Class X Assembler gates are rare, they were used exclusively by posthumanity to produce their Apex technological devices.

Input: Energy Metals

Output: ????

Posthuman Resources

A-Gates: 1 A-Gate / 5 NP
T-Gates: 1 T-Gate / 5 NP

Intangibles

Diplomatic Action Points: 2 SP (starts with 6, max of 15)
Civil Order & Support: 1 point per 150 population (starts with 40, may not exceed 75)
Military: 100 IP / 1 NP


Heaven's Wake