Sarreva

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Sarreva Algol
System Info
World Name: Sarreva
Map ID:
Surface Gravity: 10.55 m/s2
Climate: Tropical. Native Biosphere Present: Biocompatability Rating: 0.7
Atmosphere: Pressure 132 kPa, Non-Toxic
Demographics
Population:
Population Breakdown: 99% Transgene
Government: Oligarchy
Capital:
Alignment: Outer Sphere League
Infrastructure
Wealth:
Industry:
He3 Deliveries:
Domestic He3:
Strategic Resources:
Military:


History

A1) Longshot Mission (+ 100 Faber)
Originally identified for having at least one Earth-type terrestrial planet in a habitable zone, Sarreva was targeted in the middle of the Longshot colony era. A2) Dominantly Transgene (++ Transgene)
Regardless of their political outlook, the Sarreva mission was expected to require colonists to undergo some sort of genetic engineering to adapt to local food sources, as Terrestrial crops were ruled incompatible and likely would not survive.
A3) Garden World
Sarreva is a known xeno-terraformed world similar in climate and geography to Mesozoic Earth. Its single supercontinent is surrounded by a relatively shallow tropical sea, with dense forests in coastal regions, plains toward the interior and an arid central region mostly occupied by desert.
A8) Xenomorphs (+ 2500 Military)
Early probes failed to identify native animal life on Sarreva, which was transplanted from an unknown home world some 100 million years earlier. It didn't take long to learn that it was dangerous.

B1) Prosperous (+ Morale, + 2500 Stockpiles)
Despite some early setbacks, the Sarreva mission was well equipped and grew quickly.
C1) Transgene Migration (+ Transgene, + 60 Pop)
Following the Eridanus Campaign and persistent rogue drone attacks, people from outlying or poorly defended worlds began to migrate further inward, where Core military expeditions had established a stronger perimiter.

D1) Isolated (+100 PIP)
In the darkness of the Breakdown, space became so vast, and so much emptier.
D2) Transgene Invasion II: The Boys From Brazil (+ 2500 Military, + Doctrines)
Rumors of war in the deep rim began to trickle in not long after the Breakdown began. With communication between Rim worlds often taking months, years passed before anyone took the reports seriously. When ships using old first-generation jump drives carrying refugees began to appear on neighboring worlds, it became clear that there was something powerful pushing through the Rim. Ideologically alien, uncompromising and relentless, these invaders had a will to change the way of life for entirely worlds- To destroy a way of life. Those who resisted send out a call to arms, and thus began the Magnate Wars.

N1) Single Party Governance (+ PIP, + Wealth, +60 Population)
Sarreva is governed by a cabinet of appointed leaders representing the main military and civil institutions.

E1) The League (+ 100 PIP + Logistics)
Following the failures of its early efforts to support deeper Rim worlds, Sarrevan leadership came to the grim conclusion that no one nation had the power to stand against the Magnates and joined the voices calling for a greater, multi-national front. It is a founding member of the Outer Sphere League.

K1) Be Interventionist (+ 2500 Military, + Logistics)
Sarrevan policy is dictated by a well-founded belief that the Magnates will not cease being a threat, and that the free nations hold an obligation to liberate those who remain on worlds conquered and still occupied by the Magnates.
K2) Basketcase (+ 60 Pop, + 200 PIP, + 2500 Military, + Logistics, -- Wealth)
The Magnates will return. Sarreva shall be ready.
K3) Battlefield World (+ Military, ++ Defensive Stuff, + Stockpiles, ++ Ground Doctrines, - Pop)
The worlds of Sarreva and Finnegan's Folly bore the brunt of the Magnate invasion of the League. Contested both on the ground and in space through a number of campaigns, battles were waged continously over the course of a decade.

Chaotic Events

The Weak Perish (+ Doctrines, - Pop)
It was clear from the earliest engagements that Magnate forces were much more advanced than most of their League counterparts. Facing technological superiority and vat-grown supersoldiers, those who survived the crucible of Sarreva found better ways to fight.

Stats

Military: +17500
Faber: +100
CIP:
PIP: +500
Logistics: +++
Dust:
Doctrines:

Ground: ++
Other: ++

Transgene: +++
Wealth: -100
Pop:
Helium:
Morale: +
Stockpiles: + 5000

Tech:

Shipbuilding: -2 [10]
Ground: +8 [20]
Projectiles: +13 [25]
Feral Xenotech: +38 [50]
Collarize +18 [30]

Military