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The Paths

Starting Amounts

Nothing! All paths will add up to the equivalent total.

Exploration Era

Exp-1) World Type

Terraformable World (go to Exp-4)
There is a finite number of garden worlds within easy reach of human starships, but many more marginal worlds that with a bit of work can become comfortable places to live.

Exp-4) Terraformable World

Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP)
Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.

Exp-6) Precursor Relics

Limited (+ 150 dust, + 5 SP)
Most worlds with complex biospheres were seeded in the distant past by the Precursors and now the ancient relics of their technologies lies locked in the rocks below.

Exp-7) Feral Drones

None (+ 60 population, + 100 Wealth)
Feral drones generally left G-type stars alone.

Exp-8) Posthuman Footsteps

Untouched (+20 SP, SP limit for options increased by +5)
I guess this was just a really boring star system.

Exp-9) Location

Routed (+ 10 SP)
Along a major arm.

Colonization Era

Col-1) Axis Of Colonization

Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
  • Go to Col-7 afterwards for Local Affairs
Longshots

Col-6) Leaving on a wormhole ship . . .

Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)

Col-6B) Prides and Prejudices

No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)

Col-6C) Idealism, Meet Reality

Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)

Col-6D) Colonial Demographics

Fortune Seekers (+100 Wealth)
And some decided to go to space to get rich

Col-6E) Backing

Civilian Government Sponsored (+ 60 Pop)
A government backed your effort to move into space

Col-6F) Colonists

Specialists (+100 CIP)
Some colonies were very picky about their selection, bringing only the best
Local Events

Col-7A) Local Affairs

Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP)
Nothing like happiness and prosperity to keep a government stable

Breakdown Era

Break-1) Economic Upsets

Reaganomics (+ 100 Wealth, - Debt)
Massive tax cutting is an effective way to stimulate the economy, though it can lead to skyrocketing debt if care is not taken to ensure a balanced budget.
Longshots

Break-6) Longshots, Isolated Again

Refugees! So Many Refugees! (+120 Pop, +200 PIP, +200 Wealth, +4 Logistics, +5,000 military, -morale)

War Era and Aftermath

War-1) Choose Your Side

Independence! (+ 10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) *Must be Broken Down factional, any UN or Longshot, negates Dust to Dust
Independents

War-9A) Indie World Politics

Take a Third Option (+200 Wealth, +1 logistics, +Relations with secondary powers)
Core? ZOCU? Nay! We choose otherwise!

War-9B) Indie World Economics

Regional Hub (+ 300 wealth, + 60 pop, + 100 CIP)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.

War-9C) Indie World Military

The Fleet does the Flying (+ 5,000 military, + 1 logistics, + 100 PIP, + fleet doctrines, + ship application)
A common theme throughout the Expanse is a strong fleet ensures both a solid defense and the ability to project power if necessary.

Current Era

Cur-1) The Business of Government

Corporate Direction (+100 Wealth, +100 CIP, +100 Dust.)

Chaotic Events

These represent events that are difficult to predict in any form of historical pattern and are not tied to any specific sequence of events. Tentatively, any nation may chose one (just to keep things simple) to further customize their nation and represent particularly anomolous events in history.

Economic Progression (+ 100 CIP, - 100 PIP)
A natural progression seen time and time again, more educated nations move towards high-value, low-labour goods and import labour-intensive products from elsewhere.

Covert abilities

Rent-a-Cops (+2 Security, +30 SP, -2 Societal Closure)
Some people don't have anything to hide and few enemies who'd look for secrets anyhow. All they need is a night watchman.

Totals

510 Population
1600 Wealth
650 PIP
600 CIP
250 Dust
+120 SP
+10 to SP limit
+17,500 military
++Security
--Societal Closure
+++++morale
++++++logistics
+Relations with secondary powers
+fleet doctrines
+ship application

SP Expenditure

61 Transgene (↓)

Population ('>90%': x4 122pts)
+3 Int, +3 App
While appearing just as beautiful as the genetic elites from Tetyis, the people of New Israel are made up of male and female gendered citizens. (Although this is propaganda at best, as any genetic elite will tell you while trying not to look to carefully at you.)