MoralestanS2

From Sphere
Jump to navigation Jump to search

The Paths

Exploration Era

Exp-1) World Type

No Suitable World (Go to Exp-2)
Unfortunately, sometimes a prime spot simply lacks a nice place to drop your cities down, or your FTL drive wandered off-course. Time to build your own!
Hell World (Go to Exp-3)
Various reasons exist to land on hell worlds. Habitability is not one of them.
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.
Garden World (Go to Exp-5)
The gems of any colonization effort, most garden worlds were seeded with life more than a hundred million years ago by the Precursors, the garden-gods of the Milky Way.


Exp-2) No Suitable World (automatically change one dot of Ground doctrines for one dot of Fleet doctrines)

  • Must choose 'None' in Precursor Relics.
Adapt (Radical Morphological Change, +150 PIP, + 50 CIP)
In a world with no up or down, the man with hands for feet is king.
Build Our Own (+ 300 PIP)
Gerald O'Neil gave us the plans, all we need is effort.
On The Castles Of Gods (+ 100 CIP, + 100 dust, + 100 Applications)
Some posthuman structures can be used as foundations for larger, human habitats.


Exp-3) Hell World

Adapt (Radical Morphological Change, +100 CIP, + 100 PIP)
A normal human won't survive Chernobyl Beta. A normal human.
Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
We've defeated everything this world could throw at us.
Make Do (Scraphunters, + 2500 vehicles/aircraft, + 100 PIP)
We're not where we wanted to be and there's no way back, so we need to use absolutely everything to its utmost.
Thousand-Year Plan (+ 100 PIP, + 100 CIP, + 100 Wealth)
We'll make this rock terra-compatible if it takes a thousand years!


Exp-4) Terraformable World

  • May not choose 'Extensive' in Feral Drones.
Get To Work (+ 90 pop, +150 PIP)
Once the terraforming efforts have begun, many worlds were opened up for additional waves of colonists.
Artifact Rush (+ 100 CIP, +50 Wealth, + 100 dust, + 30 Pop)
Sometimes artifacts of posthuman provenance are found, leading to a surge of investment in an effort to extract them.
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.
Terraforming Failure (Defensible, + 300 PIP, +3,750 military, -30 pop, -1 morale)
The worst-case scenario is a chaotic destabilization of the planet's climate, often making things worse than when they started.


Exp-5) Garden World

  • Must chose 'None' in Feral Drones.
Population Boom (+ 120 pop, +100 wealth)
With Earth's overpopulation causing significant ecological effects, efforts were made to move as many people off-world as reasonably possible.
Cash Crop (+ 200 Wealth, + 100 PIP)
Agriculture has been the base of Earth's economy for ten thousand years. Who's to say it won't be in out in space?
Xenomorphs (+ 5,000 military, + 100 CIP)
This garden has snakes.
A New Old World (+ 50 CIP, + 100 PIP, + 50 Wealth, + 60 Population)
Just like the mother country


Exp-6) Precursor Relics

None (+100 PIP, +10 SP, SP limit for options increased by +5, may not spend SP on dust)
Some star systems were simply never touched by the Precursors.
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.
Extensive (+ 250 dust, - 50 PIP)
A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.


Exp-7) Feral Drones

None (+ 60 population, + 100 Wealth)
Feral drones generally left G-type stars alone.
Limited (+ 30 population, +50 Wealth, +100 PIP)
Some worlds nonetheless had local populations.
Extensive (+ 2500 fleet, + 100 Fabers)
Extensive drone hives were almost exclusively found around red M-type stars.


Exp-8) Posthuman Footsteps

Untouched (+20 SP, SP limit for options increased by +5)
I guess this was just a really boring star system.
Observation Posts (+ 100 CIP, + 10 SP, SP limit for options increased by +5)
Posthuman seed-probes scattered all across known space and were often used as markers for development - or looted for resources.
Nano-Factories (+ 100 Fabers, +100 PIP)
Some elements of posthumanity was favorable to their baseline cousins, providing the access codes for various pieces of nanofabrication equipment.
Data Core (+ 150 applications, +1 Global Tech Level)
Accessing data cores was a surefire way to increase technological development.
Hostile as fuck (+ 5,000 military)
Nobody's quite sure what they're guarding, but they're really good at it.
Baby Singularity (+ 250 Dust, - 30 Population)
Whoops.
Honeypot (+ 100 Theta, + 100 Fabers, + 10 Transgene, - 2,500 Military)
Speculation remains if these were pranks, intelligence tests or rampant housekeeping programs.
Industrialized Spacetime And Magic (+ 500 Theta, - 300 Dust, - 100 Wealth)
The posthumans reverse-engineered precursor dust and made shiny new copies. Must take Dust to Dust additional option in Colonial era.


Exp-9) Location

Backwater (+ 100 PIP)
Nice and quiet.
Routed (+ 10 SP)
Along a major arm.
Hub (+ 60 Population)
What it says on the tin.
Strategic (+ 2,500 military)
Too important to lose.

Colonization Era

Col-1) Axis Of Colonization

PACT Arm (+ 5,000 military, + 100 Wealth, + 100 CIP, + 100 Dust, go to Col-2)
EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3)
Chinese Arm (+7,500 military, + 60 Population, + 100 PIP, go to Col-4)
UN-Authorized (+2,500 military, + 30 Population, + 50 CIP, + 100 PIP, + 100 Dust, +10 SP, Go to Col-5)
Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit go to Col-6)
Busy Child (+ stuff)
  • Go to Col-7 afterwards for Local Affairs
PACT Arm

Col-2) PACT Colonization Authority

Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
Second Stage (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 1 logistics, + 10 Transgene)
Outer Expanse (+ 120 Population, + 100 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 20 Transgene)


Col-2B) PACT Transgenic Relations

Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
Headcount Increase Exercise (+ 60 Pop)
New Freedoms (+ 20 Transgene)


Col-2C) PACT Colonial Economics

  • Dust to Dust (+ 100 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
Liberal Market Capitalism (+ 200 CIP, + 100 PIP, + 300 Wealth, + 60 Population)
Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
Research Lab (+ 100 CIP, +200 Dust, + 200 applications, + 200 Wealth)
SIA's Good Graces (+100 Theta, + 200 Fabs, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)


Col-2D) PACT actions during the Eridanus Campaign

Front Line State (+ 7,500 fleet)
Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
Drone Deconstructors (+ 100 Fabs, + 100 Dust, + 100 CIP)
Not My Problem (+ 60 Population, + 100 CIP, + 100 Wealth)
GTFOing (+ 30 population, +150 PIP, + 2,500 military)
Any Excuse For An Upgrade (+ 20 Transgene, +5,000 military)
EU Arm

Col-3) EU Department Of Planetary Development

Inner System (+ 180 Population, + 200 Wealth, + 100 CIP, + 1 logistics)
Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + 1 logistics)
Outer Expanse (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + 10 SP, + 10 Transgene)


Col-3B) EU Transgenic Relations

Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
Headcount Increase Exercise (+ 60 Pop)
New Freedoms (+ 20 Transgene)


Col-3C) EU Colonial Economics

  • Dust to Dust (+ 100 CIP, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population)
Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
Regulated Market (+ 200 PIP, + 250 CIP, + 200 Wealth, + 90 Population, - 100 dust)
Lingering Posthuman Help (+100 Theta, + 200 fabers, + 100 applications, + 100 Wealth, +100 dust, + 30 Population)


Col-3D) EU's Project PRISM

Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth)
Logistics Support (+ 2,500 military, +1 logistics, + 100 PIP)
Heart Of Darkness (+ 100 Fabs, + 100 Theta, + 100 Applications, + 100 CIP, - 60 Population, - 10 AI and Transgene tech index)
Stayed Home (+ 60 Population, + 100 CIP, + 100 Wealth)
Chinese Arm

Col-4) Shanghai Consensus For Colonization And Exploration

Inner System (+ 240 Population, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
Second Stage (+ 210 Population, + 50 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 10 Transgene)
Outer Expanse (+ 180 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 10 Transgene)


Col-4B) Shanghai Consensus Transgenic Relations

Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene)
Headcount Increase Exercise (+ 60 Pop)
Control Them (+ 30 Pop, + 10 Transgene)
New Freedoms (+ 20 Transgene)


Col-4C) Shanghai Consensus Colonial Economics

  • Dust to Dust (+ 50 CIP, + 50 Wealth, - 300 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
Emerging Exhuman Help (+ 200 fabers, + 100 applications, + 200 Wealth, +200 dust)


Col-4D) Shanghai's Exhuman Insurgency

They Don't Come Around Here (+ 60 Population, + 100 CIP, + 100 Wealth)
Cut A Deal (+100 supersoldier, + 100 CIP, + 2,500 military)
Successionism and Secrets (+ 100 PIP, ++ secret stuffs)
Uprising! (+7,500 military)
Nodal Reaction Forces (+2,500 fleet, +1 logistics, + 100 PIP)
United Nations

Col-5) United Nations Civil Colonization Agency

Inner System (+ 180 Population, +100 PIP, + 50 Wealth, + 100 CIP, + 1 logistics, + 10 Transgene)
Second Stage (+ 150 Population, + 100 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 20 Transgene)
Outer Expanse (+ 120 Population, + 100 PIP, + 50 CIP, + 50 Wealth, + 10 SP, + 1 logistics, + 20 Transgene)
Inner Rim (+ 90 population, + 100 PIP, + 50 CIP, + 50 Wealth, +50 Dust, + 10 SP, + 1 logistics, + 20 Transgene)


Col-5B) UN Transgenic Relations

Our Blue And Pure World (+ 60 Pop, + 10 SP, -20 Transgene)
Genetic Tensions (+ 60 Pop, +5 SP, - 10 Transgene)
Headcount Increase Exercise (+ 60 Pop)
Control Them (+ 30 Pop, + 10 Transgene)
New Freedoms (+ 20 Transgene)


Col-5C) UN Managed Economics

  • Dust to Dust (- 100 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
ARROWs Formation (+ 100 Theta, + 300 fabers, + 100 applications, +150 dust)


Col-5D) UN Colonial Demographics Go to Col-6D, -6E, and -6F

Longshots

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

Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Deep Rim (+ 100 Faber, + 20 SP, + 20 transgene)


Col-6B) Prides and Prejudices

No Thank You! (+ 60 Pop, + 10 SP, -20 Transgene)
Headcount Increase Exercise (+ 60 Pop)
Control Them (+ 30 Pop, + 10 Transgene)
New Freedoms (+ 20 Transgene)


Col-6C) Idealism, Meet Reality

  • Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta) - Only take if Industrialized Spacetime And Magic is also taken.
Liberal Market Capitalism (+150 CIP, + 150 PIP, +300 Wealth, +60 Population)
Regulated Market (+ 300 PIP, + 150 CIP, + 200 Wealth, + 90 Population, - 100 applications)
People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)
Pod People (+ 180 Population, + 300 Wealth, + 100 CIP)
Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)
Never Gelled (+ 100 PIP, +200 Wealth, + 120 Population, + 7,500 Infantry, - morale)
Posthuman Guidance (+ 100 Theta, + 300 fabers, + 100 Wealth, +100 dust, + 30 Population)


Col-6D) Colonial Demographics

Pioneers (+ 100 PIP)
Some decided to go to space because it was there
Idealists (+ morale)
Some decided to go to space to make their dreams of a better society come true
Separatists (+2,500 military)
Some decided to go to space to get away from people on Earth
Fortune Seekers (+100 Wealth)
And some decided to go to space to get rich


Col-6E) Backing

Ragged Refugees (+100 PIP)
They could barely afford the price of the ticket
Charitable Foundations (+100 CIP)
Some Colonies were great works of philanthropy
Corporate Sponsorship (+100 Wealth)
Profit, not charity motivates your colonies backers
Civilian Government Sponsored (+ 60 Pop)
A government backed your effort to move into space
Military Government Sponsored (+ 2,500 military)
A government backed your effort to move into space


Col-6F) Colonists

Fleeing Trangenes (+20 Transgenics)
As the Brazilian miracle turned nightmare, many transgenes caught a boat
Adventurers (+100 PIP)
Many colonies were settled by adventurers, simply seeking to see new stars overhead. These tend to be hard working
Specialists (+100 CIP)
Some colonies were very picky about their selection, bringing only the best
Whoever we could get (+60 pop)
Lowering the bar sure did supply a lot of applicants though
Outer Haven (+2,500 military)
A world where the warrior will not be looked down upon!
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
Economic Crisis (+2,500 Stockpiles go to Col-7B)
It appears the other school of economists were right
Warfare! (+2,500 military, go to Col-7C)
General Veers, deploy your men
Political Crisis (+ 100 Wealth, go to Col-7D)
Far from Earth, politics quickly became far more interesting
Natural Disaster (+ morale, go to Col-7E)
The fury of nature is not felt only on mother Gaia


Col-7B) Economic Crisis

Miner Beatdown (+ 100 PIP, +100 Wealth, + 2500 military)
An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should.
Banking Crisis (+2,500 stockpiles, + 200 Wealth, may not have more than - debt)
I guess your subprime was substandard, but you've learned how to regulate
Currency Crash (+200 PIP, +100 CIP)
At least your exports are competitive
Captive State (+ 300 Wealth, + 100 PIP, -morale)
Your state has been captured by one or several corporations. It dances to their tune
Continuing Depression (+5,000 military, +200 PIP, -100 Wealth)
You didn't solve it


Col-7C) Warfare!

Full Scale War (+5,000 military, + doctrines)
Your people fought a full on war, local but fierce. It's no doubt something you won't shut up about.
Regime Changed (+5,000 military, +1 logistics +100 applications - morale)
An external power has swept in and replaced El Generalisimo with the Shah.
Feral Drone Attack (+ 5,000 military +100 xenotech applications requires limited or more drone activity)
Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
Superpower Squabble (+ 1 logistics, +military +100 military applications)
One or more major powers squabbled over your world. You gained resources to house them and some sweet toys
Training Ground (++ doctrines, + 1 logistics )
Various military forces chose exotic and interesting locales to train their troops.


Col-7D) Political Crisis

Never Waste a Good Crisis (+ 200 Wealth, + Morale)
Perpetual Revolution (+100 PIP, +5,000 military)
Regime Changed (+2 logistics, +5,000 military, - morale)
Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP)
Posthuman Involvement (+ 200 Dust, +100 CIP)
Space Ethnic Homeland! (+ 60 population, +100 Wealth, +100 applications, - relations)


Col-7E) Natural Disaster

Posthuman Involvement (+ 200 Dust, + 200 CIP, -2,500 military)
Giant Fucking Rock (+ 200 PIP, + 100 CIP, + Bruce Willis)
A Plague On Both Your Houses (+20 Transgene, +20 Logistics, + 100 application, - 60 pop)
Terraforming Breakdown (+ 100 PIP, + 100 CIP, + 100 Wealth)
Supervolcano (+ 200 PIP, + 100 Wealth)
Na'vi Attack (+200 Wealth, + 2,500 military)

Breakdown Era

Break-1) Economic Upsets

Stability! (no modifiers)
Some people emerged from the breakdown's economic chaos more or less where they started.
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.
Libertarian Rickroll (+ 100 Wealth, - Morale)
The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
Communist Manifesto (+ 100 PIP, - 100 Wealth)
Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
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.
My Toaster Hit Singularity (+100 dust, - 100 CIP)
Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
DustPEC (+ 100 Wealth, - 100 Dust)
Money probably not used to fund exhuman insurgents.
PACT Arm

Break-2) Broken PACT

Connection Never Dropped! (Go to Break-2B)
Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - 100 CIP, Go to Break-2B)
Cut Off (Go to Break-2C)


Break-2B) Catapulted PACT Policies

Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 applications)
Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)


Break-2C) Cut-Off PACT Policies

Fire Upon The Deep (+100 PIP, +5 Logistics, +12,500 military)
Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
EU Arm

Break-3) Broken EU

Connection Never Dropped! (Go to Break-3B)
Road Repairs (+1 logistics, - 100 Wealth, Go to Break-3B)
Cut Off (Go to Break-3C)


Break-3B) Catapulted EU Policies

Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)


Break-3C) Cut-Off EU Policies

Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military) * may not have 'none' in Posthumans
Chinese Arm

Break-4) Broken Shanghai Consensus

Russia is #1 On Catapults! (Go to Break-4B)
Celestial Kingdom, Shattered (Go to Break-4C)


Break-4B) Catapulted CIS Policies

Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
The Chinese are Coming - Probably (+ 200 PIP, +5 Logistics, + 15,000 Military, - 200 Wealth)
Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)


Break-4C) The New Taiwans

Fire Upon The Deep (+ 100 CIP, +5 Logistics, + 12,500 military)
The Chinese are Coming - Probably (+ 200 PIP, + 5 Logistics, + 15,000 Military, - 200 Wealth)
Confucian Collapse (+ 60 Population, + 100 PIP, + 5 Logisics, + 12,500 military, - morale)
The Phoenix Rises (+1 morale, +1 doctrines, +100 PIP, +4 Logistics, +12,500 military, -60 Pop)
From the ashes of devastating civil war, a new and powerful nation arises.
Five-Year Plan (+100 PIP, +100 CIP, +5 Logistics, +10,000 Military, -1 Morale)
Hard decisions must be made to survive hard times. Oppression and autocracy are regrettable, but necessary. The dictator might even have stepped down after his presence was no longer necessary.
The Dragon Dies Screaming (+1 Doctrines, +200 PIP, +4 Logistics +20,000 Military, -1 Morale, -200 Wealth, -2 Global Tech Level)
The government fought. The government lost. Others stepped in, but none of them had the power or the legitimacy to suppress opposition. And the corpse of the Chinese dragon laid there for decades before someone won the brutal succession wars and took charge.
Exhuman Resurgence (+1 Doctrines, +12,500 Military, +5 Logistics, (+20 Transgene, +20 Transgenic Tech Level) OR +200 Supersoldier, -60 Pop, -100 Wealth)
Various exhuman insurgencies were often emboldened by the breakdown. Some of them even won the fights they picked over the course of decades of grinding war.
United Nations

Break-5) Collapse of the UN Civil Colonization Agency

Road Repairs (+ 100 PIP, +1 logistics, - 100 Wealth, - morale, Go to Break-5B)
Cut Off (Go to Break-5C)


Break-5B) Catapulted UN Policies

Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)
Capital Flight (+ 200 PIP, +5 Logistics, + 15,000 Military, - 100 Wealth, - 100 CIP)
Reconstruction (+ 200 CIP, + 200 applications, + 5 logistics, +5,000 military)
Conflict Investment (+ 5 logistics, +15,000 military)


Break-5C) Cut-Off UN Policies

Fire Upon The Deep (+ 100 PIP, +5 Logistics, +12,500 military)
Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)
Longshots

Break-6) Longshots, Isolated Again

Fire Upon The Deep (+ 100 CIP, +5 Logistics, +12,500 military)
Stand Alone Complex (+ 100 PIP, + 100 CIP, + 100 Wealth, + 4 Logistics, +10,000 Military)
Posthuman Bootstraps (+ 200 applications, + 200 dust, + 4 logistics, +7,500 military)
I'M BEING EATEN BY DRONES! (+ 200 PIP, +4 Logistics, + 12,500 military)
Just Have More Kids (+ 60 pop, + 100 wealth, +5 logistics, 10,000 military)
Refugees! So Many Refugees! (+ 120 Pop, + 200 PIP, + 200 Wealth, + 4 Logistics, + 5,000 military, - morale)
Go Weird (+ 20 Transgene, +20 Transgenic Tech Level, + 100 CIP, +4 Logistics, 10,000 military)
Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
Shoot Your Way In (+ 250 Theta, +3 Logistics, + 200 Theta applications, + 7,500 military) * must have 'hostile' in Posthumans
Juche! (+ 100 PIP, + 100 applications, +4 Logistics, + Morale, +10,000 military)

War Era and Aftermath

War-1) Choose Your Side

Make My Own Bloc (+100 Wealth, + 10,000 military, + 300 PIP, +1 logistics, League Tech Paradigm, +5 morale, Go to War-7) *Must be UN or Longshot, negates Dust to Dust
The League

War-7A) League Politics

Be Interventionist (+100 Wealth, + 2,500 military, + 1 logistics)
You like meddling in other people's business.
Fie On The Homeland (+ 200 PIP, +2 logistics, - non-Rim relations)
You left for a reason. And you'll keep looking outward.
Still Alive (and out there!) (+100 Wealth, + 200 PIP, +100 dust, - 2 Global Techlevel)
You're a long way out, and stand on your own two million feet.
Law of the Gun (+ 5,000 military, + 100 PIP, +100 Wealth, - Morale)
You run this country like you ran your army: Find problems, and shoot them.
Transhuman Supremacy (+100 CIP, +20 Transgene, +20 Transgene Tech Level, + Morale, - relations)
We don't want anything to do with you lessers... mostly.
Ideological Purification (++ Morale, + 200 PIP, - 100 CIP, - relations)
We don't want anything to do with you heathens/backsliders/socialists/etc.... mostly.
Evil to Fight Evil (+ 5,000 military, + transgene, + doctrines, + 100 application, - morale, - relations)
It worked for the Magnates. Now you'll make it work for you, no matter who complains.
Nobel War Prize (+ 400 applications, - Debt)
The technological gap between the League and the rest of human space must be narrowed at all costs!
New Beginnings (+ 200 Wealth, + 60 Pop)
Some colonists wrote new constitutions for themselves as they shed their ties to the mother planet and refused to back down from their new principles even in the face of war's privations.
Hyper-Patriotic Space Internet (+100 Wealth, ++ Morale)
YOU ARE TOTALLY WRONG!!!!1!


War-7B) League Economies

Regional Hub (+ 200 wealth, + 60 Pop)
Much regional commerce goes over your tables.
Black Market Hub (+ 200 wealth, + 100 CIP)
Much regional commerce goes under your tables.
Basketcase (+ 60 Pop, + 200 PIP, + 2,500 military, + 1 logistics, - 200 wealth)
Your economy has collapsed and is being rebuilt from the basics - mines, factories and law enforcement.
League Production Center (+ 200 PIP, + 200 CIP, - 100 wealth)
Primary industry feeds secondary industry feeds your coffers.
Exploration Launching Point (+ 200 dust, + 1 logistics, + FTL application, - 2,500 military)
You are the gate to the rim, and fund explorations into it.
Regional Port (+ 100 dust, + 200 PIP, +2 Shipbuilding, - ground application)
You have strong spacefaring infrastructure.
Mao Mode (+ 2,500 military, + 100 PIP, + doctrines, + stockpiles, + morale, -100 CIP, - 2 Global Techlevel)
Back to basics. With stirring songs.
Stalin Mode (+ 200 PIP, + 100 CIP, + 2 logistics, - doctrines, - morale)
You'll get this planet moving, and make sure nobody can stop you - be they civilians or officers.
JITTerbugs(+ 300 Faber, + 1 logistics, - 50 CIP, - 50 PIP)
One or two nations took pains to scrouge up and recondition as many portable fabers as they could, moving them to the front lines.


War-7C) League Military

Battlefield World (+ 5,000 military, + stockpiles, ++ defensive stuff, ++ ground doctrines, - 60 pop)
Your world was the site of vicious battles during the War.
Salvation Armada (+10,000 military, + 2 logistics)
It isn't too special, but it's certainly big.
Scrap Heaps (+ 100 PIP, + 2 logistics, + 10,000 Second Line Units, + doctrines, - application)
It's special in the wrong direction, but at least you know how to use it.
Magnate Killteams (+2,500 infantry, ++ Infiltration, ++ Security, +5% secrets, ++ doctrines, + stealth application)
Shoot the head.
Copycat (+ 5,000 giant robots, + 100 CIP, + air doctrines, + ground doctrines, + mecha application)
Giant robots won the Zodiac War. Now they'll win yours too.
High-Tech Bullshit (+3 Global Techlevel, + 200 dust, + 300 applications)
In a backwards place like this, the cutting edge makes you king.
Guts (+ 5,000 military, ++ doctrines, ++ morale)
You will die for the cause, and you're equipped to take others with you.
Core Naval Advisory (+ 2,500 Fleet, + 100 leapmissile application, + 100 Dust, +100 PIP, +1 naval doctrines, + 100 CIP)
It's time to embrace the revolutions in naval technologies that happened during the ZOCU war.
Torpedo Boat Navy (Parasites VI, +2 Logistics, +2,500 Fleet, ++ Fleet Doctrines, +3 SP)
Capital ships are relics of the past. The future belongs to lightweight, eminently replaceable warcraft.


War-7D) A Solomic Peace (League)

  • This route is optional.
Captured Gear (+2 GTL, - 100 PIP, may spend up to 50% of starting military on Magnate Ships and Aerospace)
The worlds were the Magnates were pushed off of or were ceeded back during the peace negotiations often came with large piles of military equipment.
Defecting Exhumans (+100 supersoldiers, +20 doctrines, -1 morale, -100 wealth, may buy Magnate ground units)
Some of the less 'politically reliable' exhuman formations defected after the war to their former enemies.
Magnate War Orphans (+60 population, -2500 military)
The sad plight of these individuals will only be visited once the wounds of the war have became distant.
Uneasy Coexistance (+100 Fabers, +20 transgenics, +100 apps, -1 morale, -10 logistics, -20 doctrines)
Maybe . . . we can just get along?
Magnate

War-8A) Socio-Economic

We're People Too (+ relations, + FTL application, + 1 logistics, + 2 Global tech level, + 100 dust, + 150 Wealth)
Some Magnates have realized that fighting a war against two power blocs wasn't such a great idea, and with the end of the Breakdown have normalized relations.
THINK HARDER! (+ 4 Global Tech level, + doctrines, + 150 Common Applications, + 200 CIP)
Although isolated, Magnate cognitive science was cutting-edge and they found it easy to keep up with even Core and ZOCU powers in research and development.
A Truly Managed Society (+ Trangene, + 90 Population, + 200 Wealth, + 100 PIP, + Morale, Managed Society)
Several Magnate Societies built extreme transgenic utopias, where all were happy in their role.
Exhumanize! (+100 CIP, + 30 Transgene, +20 Transgene Tech Level, +300 Supersoldier)
The Exhuman ideal is popular with the Magnates, many of whom believe in continual genetic and cybernetic enhancement.
Time-Motion Engineers (+100 Wealth, + 250 PIP, + 200 CIP, + 1 logistics)
Some Magnate worlds became even more dedicated to efficiency, adapting life to the factory instead of the forest.
"We come in sixpacks" (+ 180 Pop, + 150 PIP, + 100 CIP, + 100 Wealth)
To create these immensely augmented individuals, the Magnates had to build excellent cloning technology beyond that of any other power.


War-8B) Socio-Military

Evangelical Transhumanism (+ 5,000 military, + Doctrines, + 2 logistics)
There are those who wish to spread their ideology far and wide, oftentimes with explosions happening in the background.
Face Dancers (++++ Infiltration, +5% secrets, + Stealth application, + 100 CIP, + 2,500 military)
Magnate infiltration constructs were responsible for many a death in the wars against ZOCU and the League.
Series VII Replicants (++ Ground application, ++ Ground doctrines, + supersoldiers)
On the ground, highly advanced Magnate supersoldiers found themselves more than a match for the stubbornness and courage of League soldiers, or the transgenics of ZOCU.
Holy Shit it's the Clans (+ 4 Global Techlevel, + 200 application, + 100 CIP)
Some Magnate powers based their entire combat strategy on small numbers of highly advanced combatants, putting their enhanced intellects towards this.
The Science of War (+ transgene, + 1 logistics, ++ doctrines, + morale)
Amateurs talk strategy. Professionals talk logistics. Magnates are enhanced enough to talk about both at the same time.
Reverse Engineering (+ Mecha application, + 100 application, + Ground Doctrines, + Air Doctrines, + 100 CIP)
ZOCU deployed mobile suits against the Magnates, but found out very rapidly that their mentally-enhanced scientists could very well turn their weapons against them.
War Winner (+ 200 Theta, + Common application, + Doctrines, + 1 logistics)
Your military was hardened in the crucibles of war, succeeding where many others failed to acquire the theta dust that the entire conflict was fought for. Requires either Assimilate This!, Go Away or A Final Solution.
Unpack and Possess (+ 1 logistics, + 200 Faber, + Fleet doctrine, + Air Doctrine, + 5,000 Military, - 100 PIP, - 100 CIP)
One or two nations took pains to scrouge up and recondition as many portable fabers as they could, moving them to the front lines.
Bigger is Better (Capital Ship Construction, +200 PIP, +5,000 fleet)
As war lines expand and new, distant frontiers beckon, capital ships become imperative.


War-8C) A Solomonic Peace (Magnates)

  • This route is optional except for War Winner.
Assimilate This! (+60 population, +7,500 military, -40 transgene, -2 morale, may not have a template that covers more than 50% of the population)
Some of the more difficult to pacify worlds are still in a state of near-uprising as the Magnates try to slowly assimilate their populations.
Go Away (+20 transgene, +100 aps, +100 CIP, -60 pop, -100 PIP, target League world gets +60 pop)
An unorthodox method of dealing with excess and rowdy population.
A Final Solution (+400 Theta, +5,000 military, -60 population, -2 diplomacy, all other Magnate worlds -1 diplomacy)
It's pretty ashy this time of year.
Tired of War (-2 GTL, +60 population, may buy up to 50% League equipment)
After decades of beating up those baselines, you've finally decided maybe they're due a bit of respect. Which is good because you're stuck on a planet with them.
Independents

War-9A) Indie World Politics

Get Sirius (+ 100 Wealth, +1 hangarize, +200 applications, + Power application, + doctrines, + ZOCU relations, -1 Debt, - Treaty of Sirius)
A few non-ZOCU worlds joined in to seize their own independence, augmenting ZOCU's combat power and recieving various technical and military air in return.
Be Interventionist (+ 100 Wealth, + 5,000 Military, + 1 logistics)
With the Core and ZOCU glaring at each other, those small worlds nearby are ripe for the picking . . .
Core Subversion (+ 200 dust, + SP, + 1 logistics)
Some nominally independent worlds had strongly pro-core governments, often running counter to the wishes of their populace.
Take a Third Option (+ 200 Wealth, + 1 logistics, + Relations with secondary powers)
Core? ZOCU? Nay! We choose otherwise!
Fie On The Homeland (+ 100 Wealth, + 100 PIP, +3 logistics, - non-Rim relations)
Some more independent worlds turned their back entirely on the homeworld, looking outwards to the detriment of those who might otherwise call them friend.
Still Alive (and out there!) (+ 100 Wealth, + 300 PIP, + 100 Dust, - 2 Global Techlevel)
More than one world recieved independence by virtue of being so distant that no-one was willing to force them into line.
Phezzan (+100 Wealth, + Intelligence, + Secrets, + Infiltration, + all relations, - military)
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones.
Planet Wal*Mart (+100 CIP, + 200 PIP, + 200 Wealth, + ARROWs relations, - 2,500 military)
Corporate worlds generally have a specific reason for existing. Warfare is not one of them.
Law of the Gun (+ 5,000 Military, +60 Population, + 200 PIP, - Morale)
The breakdown didn't just affect FTL drives, but your societal fabric as well. Now, the strong rule and the weak serve.
Transhuman Supremacy (+ 200 CIP, + 20 Transgene, +20 Transgene Tech Level, + Morale, - relations)
One or two worlds become what Stauss-Kaserists fear, a powerful and self-willed state that exposed a philosophy of transhuman dominance.
Ideological Purification (+ 100 Wealth, ++ Morale, + 200 PIP, + 2,500 military, - 60 pop, - relations)
Sometimes, a good violent cleansing is exactly what a world needs. Those on the losing side probably disagree, or they would if they hadn't been shot or re-educated.
Friend To Everyone (+ 100 Wealth, + 100 PIP, + 50 CIP, + 30 Population, + relations)
Be thou hot or be thou cold, but if thou are lukewarm I shall vomit thee out.


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.
Expanse Production Center (+ 250 PIP, + 250 CIP)
A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
Transhuman Resources (+ 20 transgene, + 100 CIP, + 100 applications, +2 Global Techlevel+ 10 SP, SP limit increased by 5)
Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
Center for Research (+ 4 Global Techlevel, + 200 applications, + 200 CIP, - 100 PIP)
Some worlds make a point of being open to research of all sorts.
The Tensor Building (+ 200 dust, + 100 CIP, + 100 PIP, + weapon application)
Tensor Industries is the largest public manufacturer of arms in the Expanse, with active production and research divisions.
Exploration Launching Point (+ 200 dust, +3 logistics, + FTL application, - 2,500 military)
With the Breakdown finally resolved, some see a new age of exploration dawning in the Rim.
Crash Industrialization (+ 200 CIP, + 100 Wealth, + 300 PIP, - debt)
The biggest make-work project in the history of ever.
Neo-Luddite Movement (+ 120 Pop, +1 logistics, + 300 PIP, - Global Tech Level)
Take your new-fangled giant robots elsewhere!
Bunker Mentality (+ 2500 Stockpiles, + 7,500 Military, + 100 PIP)
Enemies. Everywhere.
Black Market Hub (+ 300 Wealth, + 100 Dust, + 2 Infiltration, +5% secrets)
It's not black. It's gray. Honest.
Fab It Good! (+ 500 Fabers)
With apologies to Devo.


War-9C) Indie World Military

Fort Up (+ 5,000 military, + 2,500 stockpiles, + defensive stuff, + ground doctrines, + ground application)
The best way to ensure a nation's survival is to become too difficult for any opponent to effectively conquer.
Salvation Armada (+ 7,500 military, +2 logistics, +100 PIP)
Many warships and other weapons were abandoned in the Expanse during the breakdown, too far from any catapult to be recovered and hurridly transfered to local governments.
Scrap Heaps (+ 300 PIP, +2 logistics, + 5,000 military, + doctrines, - 100 CIP, - 100 application)
The myriad dangers both real and imagined out in the Rim can easily induce a culture of overpreparedness at the expense of forward planning, with even the most obselete piece of gear kept in service.
Zoom and Boom (+ 5,000 military, ++ air doctrines, + 200 aircraft application)
Air, or at least aerospace, is seen as the dominant paradigm - likely inspired by PACT doctrines, trainers and technology.
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.
Friends from ZOCU (+ 2,500 military, + ground doctrines, + air doctrines, + fleet doctrines, + mecha application, + mega particle application; Requires Get Sirius)
ZOCU has been active in finding friends and like-minded neutrals, providing technical support and training to them.
We ♥ Mecha (+2,500 Military, + 100 CIP, +100 PIP, + ground doctrines, + air doctrines, + mecha application)
This is no Zaku boy! No Zaku!
Supertech Bullshit (+200 Dust, + 200 theta, More Details)
Because copying ZOCU seems like a good idea!
Low Profile (++ Infiltration, ++ Secrecy, +5% secrets, + 100 CIP, ++ doctrines, + 100 Wealth)
Some government prefer to accomplish their goals more quietly; while they may lack the raw combat power of legions of marines or fleets of warships, they can also accomplish things much quieter.
Soldier, Ask Not (+80 Doctrines, + 5,000 military)
The meanest mercs to ever smash a world for a buck
Corporate Security (+ 60 Population, + 100 CIP, ++ ARROWS relations, + 30 SP, - 2,500 military)
An outsourced military is an efficient military!
Cyber-Jack (+ 300 supersoldiers, +60 Doctrines)
Who needs flesh when you can have metal.

Current Era

Cur-1) The Business of Government
For choices with an X/Y format, only one can be chosen.

Future Government (+2 Morale, +20 Transgene or +100 AI application)
Multiparty Democracy (+1 Morale, + 100 application (common), + 100 Wealth or + 100 CIP)
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or +2,500 Stockpiles or + 60 Population)
Corporate Direction (+ 100 Wealth, + 100 CIP, + 100 Applications or +100 Dust. May take an additional -1 morale to double any bonus)
Space Monarchy (+ 2,500 Military, + 100 PIP, + 10 logistics or +20 Transgene Tech Level)
Junta/Tyranny (+ 5,000 Military, + 1 logistics, + 2,500 Stockpiles, - 60 Population, - 2 Morale, ++ Security, + Secrecy and +2,500 military or +100 Dust and +100 theta)

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.

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.
Libertarian Rickroll (+ 100 Wealth, - Morale)
The massive cutting of social programs is one way to reduce taxation and promote capitalism, though it doesn't tend to be popular with the electorate.
Communist Manifesto (+ 100 PIP, - 100 Wealth)
Economic troubles do strange things to people. True 20th century 'communism' remains a weirdly popular ideology, particularly out in the Expanse.
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.
My Toaster Hit Singularity (+100 dust, - 100 CIP)
Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
DustPEC (+ 100 Wealth, - 100 Dust)
Money probably not used to fund exhuman insurgents.
Found Religion (+ Morale, - 100 Wealth)
Religion is the opiate of the masses.
Transgenes Go Back To Transgeneland! (+ Morale, - Transgene) - note: must have at least + Transgene to start
The excesses of organizations such as December 23 and Blue Cosmos can easily sway popular feelings against transgenes.
Populism! (+ Morale, - everyone relations)
It is not uncommon for political demagogues to label all those exterior as threats and dangers and use them as scapegoats for a nation's shortcomings.
Don't Touch That! (+ 2,500 Stockpiles, - Debt) - note: your +s stockpile cannot be removed by -s debt during nation creation
Most nations keep a certain amount of strategic stockpiles for a rainy day. Some are particularly dilligent at this.
My Little Lacus (+ Transgene, - 2,500 Military)
The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
Relena's Rules (+ 100 Wealth, + 60 Pop, + Morale, - 5,000 Military, - Logistics, - pacifist)
The Sanc Kingdom's legacy of total pacifism lives on.
Hippies Under The Bed (+ 60 Pop, - 2,500 military)
Make Love, Not War!
Revanche! (+ morale, - 2,500 military)
You lost last time, now to get even!
Bombed Flat And Angry About It (+ Morale, - 100 CIP)
Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
Build It And They Will Come (+ 1 logistics, - 100 Wealth)
Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
Ran Outta People (+ Computer application, - 60 Pop)
Some worlds ran into the hard limits of population or lack thereof. As a result, they turned to robotics technologies, developing especially sophisticated techniques and machines.
Immoral Breakthrough (+ 100 application, - 60 Pop, - morale)
Sometimes, sacrifices must be made for the greater good.
Cut To The Bone (+ doctrines, - 2,500 military, - logistics)
In the aftermath of the ZOCU war and the resulting Treaty of Sirius, it was not uncommon for various combatants to drastically slash their militaries, retaining only the most skilled soldiers.
Development Hell (+ Techlevel, - application)
Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
The Weak Perish (+ doctrines, - 60 pop)
Disasters natural or man-made can force a certain toughness on the survivors.
Kinderfaber Surprise! (+ drexlers, - fabers)
The underlying technology of fabers are universal nanofabricators. More enterprising colonists have disassembled their fabers in order to 'grow' additional nanofabs.
Swords to Plowshares (+ 100 PIP, - 2,500 military)
They will beat their swords into plowshares and their spears into pruning hooks.
Plowshares to Swords (+ 2,500 military, - 100 PIP)
They will beat their plowshares into swords and their pruning hooks into spears.
Shoot the Scientists (+ 100 applications, - 2 Global Tech Level)
. . . but keep the engineers.