Heaven's Wake Rules

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Heaven's Wake

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.

10% bonus to energy production

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

You may assign a 10% 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.

10% bonus to Volatiles 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.

10% 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.

10% 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

Apextopia:

You have higher levels than normal of Apex technology, it finds it way into more of your infrastructure and military.

We Can Rebuild Him, We have the technology:
A haven for cybernetic research and development, you benefit from cheaper and more widespread augmentation

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.

Land of Hope & Glory:
You benefit from higher and more resiliant domestic support, however not all look upon you with envy, some have take to jealously and your nation is at risk from those who question it's values and seek to undermine them with words, rhetoric and bombs.


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
Exotic Volatiles: No longer strictly base components, this includes alien biota etc

Common Metals: Iron, Carbon, uranium etc
Rare Metals: Titanium, tungsten, etc
Exotic Metals: ?

Common Energy: Environmental or Nuclear (Should be Defined as E, or N)
Rare Energy: He3
Exotic Energy: Anti-matter...


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 never lead to a post-scarcity environment, because the processes to produce large amounts of energy and extract large amounts of raw materials are still inherently expensive.

Posthuman Assembler gates can create everything from a flesh and bone baseline, to a fully automated starship. They require incredible amounts of energy and 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 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 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 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