Difference between revisions of "Heaven's Wake Rules"

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25% bonus to radiologicals production<br>
 
25% bonus to radiologicals production<br>
  
=====Industrial Heartlands)=====
+
=====Industrial Heartlands=====
 
Fields of industry stretch out beyond the horizon, machines hammering the irons of product.
 
Fields of industry stretch out beyond the horizon, machines hammering the irons of product.
  

Revision as of 04:17, 9 June 2009

Nation Creation

Traits

Traits marked, ME(x) are mutually exclusive, such as ME(1), ME(1)

Economic

My Dad glows green after a hard days work, ME(1)

Your nation has a valuable source of radiological material, the fuel of the galaxy.

25% bonus to radiologicals production

Industrial Heartlands

Fields of industry stretch out beyond the horizon, machines hammering the irons of product.

You may assign a 25% bonus to one field of industry, domestic, military or export.

Fields of Plenty ME(1)

You have a strong agricultural sector, producing excess food to feed a growing population, or a growing export market.

25% bonus to organics production

Social

Small Stature

Your population, through whatever means, requires less food than the norm, perhaps they are shorter than the norm. Whatever the reason, they require less food per population point.

25% bonus to population number


Technological

Efficient Reactor Design

Your nation has managed to squeeze more juice out of it's reactors, increasing energy production without increasing fuel consumption.

25% Extra Energy Production

Regressor State

Apex technology is dangerous, poorly understood and lead to the near collapse of human civilization forever, you naturally steer clear.

You cannot take Apex technology


Interests and Intrigues

Interests and intrigues are traits without a clear advantage or disadvantage and represent immediate bonus's, with potential downsides in the future, which can be averted through confrontation of the issues.

Boots on the ground

You can upgrade X draft to a higher experiance level for free. However, you have a military commitment in a foreign state which you cannot wind down quickly or easily.

Workers Rights

The wheels of industry must turn and you turn them harder than most, you gain X to your industry, at the expense of disenfrancised workers.

Homeland Security

You have intelligence contacts throughout the solar system and gain X in free experiance levels for your intelligence operatives. This however, comes at the expense of having a real threat that requires such a commitment, foreign terrorists are out for your blood for some ideological or other unspecified reason.

Megacorporate Oversight/Alliance

You,ve allied with one of the Big Three, Four. In exchange for certain benefits listed below, you remain at their service and share their friends and enemies.

Poseidon Energy: Reduced Energy costs

Triton Dynamics: Cheaper starships?

BAE-Zeus System’s: Cheaper guns?

West Tek-Mitsubishi: Bonus units of tier 4 equipment.

Allies of Inconvience

Somewhere along the lines, you've found yourself with a commit to the 22nd centuries version of Taiwan or South Korea. You gain foreign bases and extra training, in addition to useful allies at the expense of standing commitment and a potential future conflict.

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 equilivant 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

Infrastructure

Energy Resources

Energy resources are the materials or environments consumed or employed in powerplants to produce energy. They range from radiological resources, such as uranium, throrium etc, to non-Radiologicals hydrocarbons to environmental, wind solar etc.

Radiological Extraction: 5 Units extraction / 1 NP
Non-Radiological Extraction: 5 Units extraction / 1 NP


Industrial Resources

Industrial resources are all those consumed in conjunction with energy to produce materials.

Raw Material Extraction: 10 extraction / 1 NP
Organics Extraction: 10 extraction / 1 NP
Rare Materials: 10 extraction / 1 NP

Energy:
Energy is produced by powerplants, which require one unit of energy extraction to produce 1 energy. This is also dependant on your Tier, with higher Tier powerplants producing more power.

Nuclear Reactor:
Bleh bleh bleh
Input: 1 radiological
Output: 1 Energy


Breeder Reactor:
Bleh bleh bleh
Input: 3 Radiologicals
Output: 2 Energy, 2 Radiological

Wind/Solar/Etc Turbine:

Population

Bleh bleh bleh Population: 1 Population Unit (100,000) / 5 Organics


Industry

Industry represents manufacturing, including complex high-tech manufacturing and more mundane heavy industry.

Industry: 1 Industrial Unit / 1 Energy, 1 Raw Material

Domestic Industry: This is used to produce goods for the home market, keeping people content and productive.

Military Industry: This represents the factories assigned to producing armamets for the military, from ammunition to attack helicopters.

Export Industry: This represents the industry used to produce goods for foreign markets, which produces wealth.

Industry as a total is assigned to each of these three areas, the amount assigned to each can be changed every quarter, though changing goods from foreign or domestic to military, incurs a retooling cost.

For example,

Industrial Output: 20D/50M/30E

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