Second Sphere History Paths

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History Path Bonuses

SP

SP (Starting Points) are bonus points that you can spend to customize your nation after it has gone through the history paths.

Population

Population represents the number of inhabitants in your nation. A nation with many dots in Population will have an intrinsically larger population base and consequently a larger draft pool and strong economic base. It also makes military support cheaper, as wages are lower. However, a nation with a large population and relatively low wealth bonuses has low per-capita income and its citizens will be relatively badly off compared to the norm.

Transgene

Many people across the human-explored galaxy have augmented themselves through genetic technology, passing along modified traits to their children. Transgene is a representation of how significant and/or how common they are.. At low levels (1-2) they typically represent a minority group with significant augmentations or minor widespread effects. At moderate levels (3-4) they represent a population that is dominantly (>90%) transgene, generally of a single 'template' (eg, Ishtar upgrade, Coordinator pattern, etc). A high levels (5+) it represents a population that has multiple different 'templates' in large quantities, or less commonly a single radically upgraded (and generally cost-inefficient) template. Examples would be Haraway's World for the former and Adhara for the latter.

Morale

Morale represents your government's popular support in the eye of its people. At negative levels it generally means you have significant outstanding issues, while at high positive levels it represents nearly fanatical devotion to 'the cause'. Be wary though, it may mean that going directly against prior politices your people approved off will lead to domestic uphevals . . .

PIP

PIP (Primary Industrial Points) are your nation's heavy industries, a holistic measure of your resource extraction and assembly abilities. It is your steel mills, your mines and your shipyards and all units and items are built wherever their PIP is spent. PIP ultimately represents the 'low-tech' end of industry.

CIP

CIP (Complex Industrial Points) are your nation's precision manufacturing and intellectual production abilities. These are your computer programmers, your chip foundries and your advanced materiels labs. Unlike PIP, CIP is highly portable as it is high-value, low-mass/volume items, and as a result is it relatively trivial to ship CIP between worlds. CIP ultimately represents the 'high-tech' end of industry.

Fabers

Fabers - Fabricators - or Cornucopia Machines are sophisticated posthuman-derived nanotech assembly plants. They can, within reason, build anything, so long as the operator has raw materiels and faber blueprints. Normally build into 'dumpers' which are large lift vehicle sized drop capsules they were common spread in colonies set up in the late 20th century. Many have since been disassembled due to age, but many others still operate in the Expanse. They can output PIP or CIP in whatever ratio the operator desires.

Wealth

Wealth is effectively a measure of per-capita wealth, eg, how well-off and affluent your citizens are. As a result, high wealth is a good way to get lots of tax money. Unfortunately, as a result a nation with high wealth will have workers who demand more pay, and as such military support will be relatively expensive.

Dust

Delta Dust is the miraculous technology of the Precursors that was reverse-engineered by the Posthumans, replacing their own crude reality-modifying technology. It is found all across the Sphere, in both ancient sedimentary deposits or in modern Posthuman structures, and can also be made with black-boxed factories. Dust is a comparative value of how much Dust your nation produces relative to the norm.

Theta

Theta Dust is a more potent version of the familiar Delta Dust, found exclusively in Posthuman sites. It is most commonly used in high-performance FTL drives, though ZOCU has pioneered its use in other fields as well. Unlike Delta, which represents a relative value, Theta represents an absolute value - if you do not have any dots in it, you do not make any.

Military

Military represents the effective dollar value of your combat arm(s), ranging from the poor bloody infantry to the giant robots to the warships. It is a comparative value to the norm for major colony worlds, and nations with many dots in military are powerhouses when it comes to warfare.

Doctrines

Doctrines are the training your troops and leaders get - while Sphere assumes a well-trained, professional military, not everyone trains to fight a fleet war or use giant robots. Doctrines thus represent discretionary points to improve your abilities in various aspects of the science of running a war.

Logistics

'An army marches on its stomach'. In Sphere, the concept that the future army will deploy every man as a front-line soldier has been disposed of. Infantry need food and bullets, tanks need power cells and shells, warships need fuel and missiles. Logistics represents your ability to support a large military during both peacetime and wartime.

Techlevel

Techlevel represent your nation's extraordinary ability to develop new technologies. Techlevel can help reduce the time and/or cost of new technologies. Full Rules.

Technologies

Technologies are just that - the developments your nation has made in improving their civilian and military applied sciences. Dots in tech represent a 'dollar value' of technologies you have above the norm - development is quite the opposite of free! They may be in specific fields (such as Shipbuilding, Infantry technologies, etc) or may be nonspecific. A nation with 3-5 dots in tech is considered average, with those above and below being relatively high or low tech. Of course, a nation that is excellent at building mobile suits may be inept at building warships due to stagnation in that field - having many dots in tech doesn't mean that you're the best at everything.

Stockpiles

These simply represent things your government has put away for a rainy day, ranging from large money-making investments to giant buried ammo dumps to vaults full of Delta Dust.

Debt

Debt is the opposite of Stockpiles, and represents you owing a significant amount of money to your citizens. Almost all of the ZOCU worlds have it, due to the ruinous expense of their war. Dots of Debt cancels out dots of Stockpile on a 1:1 basis and vice versa.

The Paths

Universal/Initial Conditions

A1) Initial Colonization Mission Type

Longshot Mission (+ 100 Faber)
The first colonies went out with the blessings of the posthumans, bringing with them compact universal fabricators. Some, headed for the far Rim, have not even be recontacted, over a century later.
Resource Base (+ 100 PIP)
Some worlds were claimed because they had ample resources, often by corporations.
Early National (+ 100 CIP)
The first offworld colonies have matured to feature a modern, high-tech economy.
Late National (+ 60 pop)
Later colonies tended to recieve additional settlers from Earth.
Busy Child (+400 Faber, + 150 Wealth, ++ AI Tech, + 100 Dust, - 300 Pop, go directectly to B1. May not take any population-related paths)
The occasional 'baby singularity' has erupted, be it longshots going particularly weird, emergent AIs or the ill-advised use of transcendal machinery.


A2) Initial Colony Population

Dominantly Transgene (++ transgene)
A number of worlds were settled almost exclusively by transgenes, or else took a policy of subsidizing transgenic upgrades.
Mixed (+ transgene, + SP)
Other worlds have a mixed population to this day, due perhaps to multiple colonization waves or an inefficiently applied subsidy program.
Dominantly Baseline (+ 60 pop, + logistics)
Most worlds near the Earth have populations made up almost exclusively of 'baseline' humans, often the results of eco-exodus efforts by various Earth nations.


A3) Destination World

No Suitable World (Go to A4)
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 A5)
Various reasons exist to land on hell worlds. Habitability is not one of them.
Resource Rich World (Go to A6)
Some worlds or systems were identified to be particularly rich in ores or other valuable resources, with terracompatibility a secondary criteria.
Terraformable World (go to A7)
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 A8)
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.


A4) No Suitable World (automatically change one dot of Ground doctrines for one dot of Fleet doctrines)

Adapt (Radical Morphological Change)
In a world with no up or down, the man with hands for feet is king.
Build Our Own (+ 100 PIP)
Gerald O'Neil gave us the plans, all we need is effort.
Posthuman Structures (+ 100 dust)
Some posthuman structures can be used as foundations for larger, human habitats.


A5) Hell World

Adapt (Radical Morphological Change)
A normal human won't survive Chernobyl Beta. A normal human.
Tough It Out (+ Morale, Balls)
We've defeated everything this world could throw at us.
Make Do (Scraphunters)
We're not where we wanted to be and there's no way back, so we need to use absolutely everything to its utmost.


A6) Resource Rich World

Simple Ores (+ 100 PIP)
Geologic processes can concentrate ores into deposits that are far more lucrative than sifting through asteroids.
Fascinating Pharmaceuticals (+ 100 Wealth)
Some worlds have biospheres that are not fully compatible with Earth-based biology but nonetheless have intriguing and valuable biomateriels.
Relic Dust (+ 100 Dust)
The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust.


A7) Terraformable World

Get To Work (+ 60 pop)
Once the terraforming efforts have begun, many worlds were opened up for additional waves of colonists.
Artifact Rush (+ 100 PIP)
Sometimes artifacts of posthuman provenance are found, leading to a surge of investment in an effort to extract them.
Terraforming Failure (Defensible)
The worst-case scenario is a chaotic destabilization of the planet's climate, often making things worse than when they started.


A8) Garden World

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 (+ 100 Wealth)
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 (+ 2,500 military)
This garden has snakes.


B1) History of the Colony, Volume 1

Quiet (+ 100 Wealth, + 60 population)
Prosperous (+ morale, + 2,500 stockpiles)
A few decades of quiet is what every colony aspires for.
Transgene Migration (+ transgene, + 60 population)
Stauss-Kaserism proved to be a significant disincentive for transgenes to stay in the Core.
Crisis (+ 2,500 Stockpiles, Go to B2)
Oh God oh God oh God
Military Action (+ 2,500 Military, Go to B3)
General Veers, deploy your men.
Artifact Find (+ 100 dust, Go to B4)
We're picking something decidedly odd on the scope.


B2) Crisis Situation!

Sudden Change of Government (+ morale, + 100 PIP, - 100 CIP)
Viva la revolution!
Get Help from Earth (+ logistics)
We're here to help.
Tough it Out (+ Doctrines)
Everything is a learning experience.
Shoot it Repeatedly (+ 2,500 military)
Exactly what it says.
Muddle Through (+ 100 PIP)
We'll just fill the holes in afterwards.
Innovate Madly (+ 100 CIP)
Sometimes, the simple solutions aren't the best ones.
Privatize It (+ 100 wealth)
We'll have Haliburton fill the holes in.


B3) Military Action!

Narco-Warfare (+ 2,500 military, + doctrines, - 60 pop)
Some sort of intercine warfare. May not actually involve drugs, though either way it's unpleasant for the locals.
Regime Changed (+ 2,500 military, + logistics, - morale)
An external power has swept in and replaced El Generalisimo with the Shah.
Feral Drone Attack (+ 2,500 military)
Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
Supply Dump (+ Helium)
Superpower Squabble (+ logistics)
Various campaigns and operations required significant sources of supplies. Your world is the recipient of one such.
Training Ground (+ doctrines)
Various military forces chose exotic and interesting locales to train their troops.
Miner Beatdown (+ 100 PIP)
An element in your society is probably dissatisfied but after a few bouts with the riot troops, works like they should.


B4) Artifacts!

Feral Drone Attack (+ 2,500 military)
Feral drones became a persistant and significant problem in the 20s and 30s, though attacks happened all through the years.
Ancient Resources (+ 100 dust)
The Precursors did great works, but after a hundred million years even their stoutest structures have eroded away, leaving nothing more than peculiar sandstone deposites full of delta dust.
Extra Fabs (+ 100 fabbers)
A few colonies recieved an extra set of fabers, effectively jump-starting their industry.
Useful Finds (+ 100 CIP)
Some posthuman technology is fairly simple and suitable for everyday use.
Reverse-Engineerable (+ tech)
Others, however, takes rather more understanding, though it gives a big leg up on technological development.
Active Machinery (+300 theta, -200 dust)
A few rare sites have enigmatic but still active posthuman machinery.


C1) History of the Colony, Volume II Repeat B1, then continue to D1


N1) The Business of Government
Note that it may make more sense to chose this route at the end of the history path. For choices with an X/Y format, only one can be chosen.

Future Government (++ Morale, + Transgene/AI Tech)
Multiparty Democracy (+ Morale, + 100 Tech, + 100 Wealth/CIP)
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military/Population/Stockpiles)
Corporate Direction (+ 100 Wealth, + 100 CIP, + Tech/Dust)
Space Monarchy (+ 2,500 Military, + 100 PIP, + Logistics/Transgene)
Junta/Tyranny (+ 5,000 Military, + Logistics, + 2,500 Stockpiles, - 60 Population, - Morale, + Spies/Dust)

The Breakdown

D1) The Breakdown

Isolated (+ 2,500 stockpiles, Go to D2)
When the Breakdown struck, many worlds were thoroughly isolated from what interstellar travel did exist.
Broken-down (+ 100 PIP, Go to D3)
Others were a bit luckier, being able to maintain some semblance of regular (if slow) contact with others.
Catapulted (+ 100 wealth, Go to D4)
Most of the major worlds along the primary arms however were connected by FTL catapults and except for a few adjustments, continued on more or less unaffected.
"I'm a Magnate!" (+ Morale, Go to D5)
Yessssssss. Come, we must plan.


D2) Isolated (may not chose Sign the PACT or The EU Includes Us in E1)

Juche! (+ 100 PIP, + helium)
The only people you can rely upon are yourselves.
Tough it Out (+ Doctrines, + morale)
The well-prepared survive.
Transgene Invasion II: The Boys from Brazil (+ 2,500 military, + doctrines, + 100 PIP, - Transgene)
You were invaded by the Magnates.
Go Weird (++ Transgene)
Strange social experiments in transhumanism were not known in more cut-off systems.
Strange Discovery (+ 100 dust, choose from B4)
Exactly what it says on the tin.


D3) Broken-down

Civil Unrest (++ 2,500 military)
The lack of contact with Earth and the Core caused no end of social problems.
Become energy independent (+ Helium, +100 dust)
Without the core to provide energy, new sources must be developed.
Get UN Aid/Refugee Center (+ logistics, + 60 Pop)
Some worlds managed to get help from ARROWs, distributing food, fuel and medicine to the needy.
Revolution! (+ 2,500 military, + doctrines, + morale, - pop)
Viva la revolution!
Theta Hub (+ 200 theta, + 100 wealth, - 100 dust)
Theta dust was the only way to make high-speed FTL during the breakdown, and those who had it could practically set their own price.


D4) Catapulted (may not chose Independence, Solidarity or Make My Own Bloc in E1)

Quiet (+ 100 Wealth, + 60 pop)
The status quo is god.
Trade Hub (+ 100 wealth, + 100 PIP)
Some systems were particularly well situated, leading to increased commerce through their catapults.
ARROWs Staging Area (+ logistics, + 2,500 military)
ARROWs needed a home base for their missions into the broken-down Expanse.
Hyperdrive Repair Research (+ 100 CIP, + tech)
A number of centers were set up to find a solution to the breakdown virus, attracting many high-tech institutions.
Catapult Construction (+ 100 dust, + 100 PIP)
As the breakdown wore on, it became clear that catapults were the answer for FTL transit.


D5:"Mankind must be Managed" (Go to M1 afterwards)

Front Lines (+ 100 PIP, +5,000 military, + logistics
Voice for Peace (+ Tech, + 60 pop, + 100 wealth, + 100 dust)
Perfected Society (+ 60 Pop, + 100 CIP, + doctrines, + transgene)
Planning for the Long Term (+ 2,500 Stockpiles, + 100 PIP, + 100 CIP, + 4,000 Mothball Fleet)
Diplomatic Cunning (+ Stolen Tech, + Secret Stuff, + logistics, + SP)


E1) The Zodiac Organization

Independence! (Go to F1)
Some worlds were sufficiently powerful to chart their own course, ending up as wild cards and power brokers in the Expanse.
Solidarity! (+ 100 Dust, - debt, Treaty of Sirius, Go to G1)
The ZOCU worlds grew out of colonial dissatisfaction to become the new major power in the Expanse.
Sign the PACT (+ 100 Wealth, - 200 theta, Go to H1)
The worlds of the PACT are a diverse lot, ranging from South America to North America, Japan and Korea and finally to Oceania.
The EU Includes Us (+ 100 CIP, - 200 theta, Go to I1)
Informed by its philosophy of equality of opportunity, the EU is a tightly-knit great power.
China is #1! (+ 60 Pop, - 200 theta, Go to J1)
China's golden age was cruelly shattered by the breakdown and now they seek ways to reclaim their preeminence.
The CIS, and the Future (Go to K1).
Russia and its allied states are striving to overtake China and finally escape from its status as a second-rate power.
Make My Own Bloc (+ 100 PIP, + Logistics , Go to L1)
Drawn together for mutual protection against the Magnates, the League is a small cluster of worlds in the deep Expanse, gazing out into the depths of the Rim.

Indie Routes

F1) Indie World Politics

Get Sirius (+1 hangarize, + Power tech, + morale, + doctrines, + ZOCU relations, -1 Shipbuilding, - 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 (+ 2,500 Military, + logistics)
With the Core and ZOCU glaring at each other, those small worlds nearby are ripe for the picking . . .
Core Subversion (+ 100 dust, + SP, + logistics, - morale)
Some nominally independent worlds had strongly pro-core governments, often running counter to the wishes of their populace.
Take a Third Option (+ logistics, + Relations with secondary powers)
Core? ZOCU? Nay! We choose otherwise!
Fie On The Homeland (+ 100 PIP, ++ 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!) (+ 200 PIP, + 100 Dust, - tech)
More than one world recieved independence by virtue of being so distant that no-one was willing to force them into line.
Phezzan (+ sneaky shit, + all relations, - military)
It is perhaps inevitable that powerful Expanse states would meddle in the affairs of lesser ones.
Planet Wal*Mart (+ 200 PIP, + 100 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, + 100 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 (++ Transgene, + 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 (++ Morale, + 100 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.


F2) Indie World Economics

Regional Hub (+ 200 wealth, + 60 pop, + 100 CIP)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.
Expanse Production Center (+ 200 PIP, + 200 CIP)
A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
Transhuman Resources (+ transgene, + 100 wealth, + 100 CIP, + tech)
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 (++ Techlevel, ++ tech, + 100 CIP, - 100 PIP)
Some worlds make a point of being open to research of all sorts.
The Tensor Building (+ 100 dust, + 100 CIP, + 2 Global Techlevel, + weapon tech)
Tensor Industries is the largest public manufacturer of arms in the Expanse, with active production and research divisions.
Exploration Launching Point (+ 200 dust, ++ logistics, + FTL tech, - 2,500 military)
With the Breakdown finally resolved, some see a new age of exploration dawning in the Rim.
The HECsagon (+ Logistics, +++++ Helium, - 2,500 military, - 100 PIP)
The HEC operates several major helium extraction facilities in the Expanse to feed local demand.


F3) Indie World Military

Fort Up (+ 2,500 military, + 2,500 stockpiles, + defensive stuff, + ground doctrines, + ground tech)
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, ++ logistics)
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 (+ 200 PIP, ++ logistics, + 5,000 military, + doctrines, - 100 CIP, - tech)
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, ++ aircraft tech)
Air, or at least aerospace, is seen as the dominant paradigm - likely inspired by PACT doctrines, trainers and technology.
The Fleet does the Flying (+ 2,500 military, + logistics, + 100 PIP, + fleet doctrines, + ship tech)
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 (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech, + mega particle tech)
ZOCU has been active in finding friends and like-minded neutrals, providing technical support and training to them.
Hypertech Bullshit (+250 theta, + Theta tech, ++ tech, - 50 dust)
A handful of worlds have begun to seriously reverse-engineer posthuman technology, pushing the boundaries of science back and deploying weapons of stunning power.
Low Profile (++ sneaky stuff, + 100 CIP, ++ doctrines)
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.

ZOCU Routes

G1) ZOCU World Politics

Put It Behind Us (+ 100 Wealth, + 60 Pop, + 2,500 stockpiles)
While the war was bloody and damaging, ultimately the ZOCU worlds got the true sovereignity they were fighting for. Now, the time is to rebuild those bridges that were destroyed.
Never Forget (+ 2,500 military, + logistics, + doctrines)
The war was won due to the fighting spirit of the ZOCU soldier and the lack of spirit in the Core. If they ever chose to return, we must be prepared to fight.
Guiding Star (+ ZOCU relations, + tech, + morale, + transgene)
There's a path to greatness and only you can show others where it lies.
House of War (+ morale, + transgene, + ground doctrines, + logistics - core relations)
The Core is the Great Satan, the Evil Empire, the Hun. They are the cause of all the misery that's afflicted the ZOCU worlds.
Internal Collapse (+ 2,500 military, + SP, + logistics, + 2,500 stockpiles, - morale)
The strain of war was too great for some worlds, and ultimately their government paid the ultimate price. Repairing the damage done during the war is a high priority for ZOCU.
Hardliner Ouster (+ morale, + ARROW relations, + Core relations, + 60 pop, - ZOCU relations)
After the excesses of the previous hardline government, the populace (or perhaps just a select group in the government) removed them, charting a new course away from ZOCU.


G2) ZOCU World Economics

Regional Hub (+ 200 wealth, + 60 pop)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.
Center for Research (++ Techlevel, + 100 tech, + 100 CIP, - 100 PIP)
Some worlds make a point of being open to research of all sorts.
Arms Production Center (+ 100 PIP, + Techlevel, + weapon tech)
A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
Transhuman Resources (+ transgene, + 100 wealth, + tech)
Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
Postwar Depression (+ Logistics, + 2,500 military, + 100 CIP, + 200 PIP, - 200 Wealth)
The war hit hard and too much was done in the name of war expediency. The military was strong enough to survive, but the people have been impoverished.
Crash Industrialization (+ 100 CIP, + 100 Wealth, + 200 PIP, - debt)
Vast sums of money were spent during the war to build factories of all stripe, a modern-day Great Leap Forward.


G3) ZOCU World Military

Fort Up (+ 2,500 military, + defensive stuff, + ground doctrines, + ground tech)
The best way to ensure a nation's survival is to become too difficult for any opponent to effectively conquer.
Fight in the Jungle (++ ground doctrines, ++ morale, + ground tech, - 60 pop)
Battles in the jungle against prepared defenders can be long, bloody affairs, as ZOCU taught the Core.
Giant Robots Rule (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
The combat frame was ZOCU's signature weapon, seeing service on land and in space. Coupled with hangarized warships, ZOCU's fleets were unmatched in flexibility.
The Silent Service (+ stealth technology, + 100 CIP, + 100 dust, + ship technology)
A few worlds sent out stealthed warships to raid core shipping, disrupting their operations and pulling resources away from the front.
Midseason Uglies(+ 250 Theta, + Theta tech, + 100 CIP, - Dust)
The engineers of Kanon had no qualms about developing ever more radical technologies and machines to deploy into battle.
Low Profile (+ sneaky stuff, + 100 CIP, ++ doctrines)
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.
Crush them WITH YOUR MIND (+ transgene, + 100 CIP, ++ tech)
Advanced transgenic upgrades skirted the borders of acceptable ethics, but few avenues were left unexplored in a bid to win the war.

PACT Routes

H1) PACT World Politics

New American Millenium (+ 2,500 Military, + Technology, + Morale, - Rim relations)
Your colony has primarily exports freedom, democracy, and McDonalds to the Rim. Sadly the Rim doesn't seem to appreciate it.
Hope and Change (+ 100 Wealth, + 60 Pop)
Personal charm and promising change from the no-doubt unpopular former regime have gotten your power some additional immigration and revenues.
American-Led Peacekeeping (+ 200 dust, + SP, + logistics, - morale, - 60 pop)
Your colony is one of those places where freedom and democracy was exported to. It kinda sucks to be occupied by foreign forces but here, have a Big Mac and it'll be all better.
Corporate State (+ 100 Wealth, + Tech)
Deregulation has helped boost your power's economy, as large interstellar corporations gain significant footholds in your colony both economically and politically.
Transhumanize! (+ transgene, + 100 CIP, + tech, - Morale)
Recent human enhancement programs in your colony have increased human ability, as well as bringing with it advances in productivity and biotechnology, but strained relations between the enhanced and unenhanced are now a political problem.


H2) PACT World Economics

Ignore the War (+ 200 wealth, + 120 pop, - logistics)
Do what America did best in the early 20th century by ignoring the wars going on in faraway lands.
Center for Research (++ Techlevel, + tech, + 100 CIP, - 100 PIP)
Government funding has been heavily invested into advanced industries and cutting-edge science. Sadly most of the discoveries haven't panned out but with a well-funded research base and lots of high-tech industry you're sure it's only a matter of time.
Arms Production Center (+ 100 PIP, + Techlevel, + weapon tech)
Economic stimulation via the act of making things that blow up sounded good on paper, but didn't work out in practice. On the other hand now you have plenty of things that make other things blow up, and you've gotten really good at making them.
Postwar Depression (+ Logistics, + 2,500 military, + 100 CIP, + 200 PIP, - 200 Wealth)
After the massive crash industrialization taken to fight in the ZOCU war, your nation was suddenly struck with the problem of not having any reason to keep all those people employed in the firearms factories.
Blood for Dust (+ 250 Theta, ++ logistics, - morale, - dust)
Invading someplace with active posthuman machinery and occupying it for years might have hit your government's popular support, but it secured a decent supply of Theta dust.


H3) PACT World Military

Zoom and Boom (+ 2,500 military, + air doctrines, ++ aircraft tech)
Airpower wins wars. Your air force has seen a lot of funding increases, making it a large, well-trained, and advanced force.
The Fleet does the Flying (+ 2,500 military, + 100 PIP, + fleet doctrines, + ship tech)
The Great White Fleet's back and it's all under your control.
Send in the Marines (+ ground tech, + 2,500 military, ++ ground doctrines)
No matter how overwhelming your fleet is, or how through your air dominance is, you still need boots on the ground, and your military planners understand that.
Rangers Lead The Way! (+ sneaky stuff, + 100 CIP, ++ doctrines)
In the ZOCU war, your contribution was measured in special forces. Your "wet works" units are skilled and numerous, and the infrastructure needed to build that high-tech gear has grown prodigiously.
Area 52 (++ doctrines, ++ Tech, - Wealth)
DARPA (or some analogue) has set up a branch office wherever you are, dedicated to testing out any technology that doesn't break more than one law of physics, and is bringing very experienced friends over to help with that testing as well as with training your military.
Once Tom Clancy Is Mass Produced... (+ stealth technology, + 100 CIP, ++ aerospace technology)
If something can't be seen and flies really fast, it can't be hit, and everyone knows airpower wins battles. Military development has reflected that.
Keep 'em Flying (++ Logistics, ++ Cargo)
You might not be making cutting-edge advances, but in the end all that fancy gear is useless without supplies, which you can deliver to your troops in great quantity.
Tin Soldiers (++ AI tech, + ground doctrine, + air doctrines)
People dying in wars is unpopular. The solution, of course, is to eliminate people from the battlefield with AI systems.
Beta Carbon Samurai (+ Aerospace Doctrine, + Ground doctrine, + Mecha technology, + Propulsion Technology)
Giant Robots!

EU Routes

I1) EU World Politics

Bureaucracy as Usual (+ 60 Pop, + 100 PIP, + logistics, - debt)
"Current government and public administration has served admirably well since the Union's off-world expansion and during the war. We see no reason to radically change the system just to humor the demands of a vocal minority of questionable intent." --Deputy Commissioner for Union Administrative Affairs Zdeňka Lucie, 2193.
New European Millenium (+ 2,500 military, + Technology, + Morale, - Rim relations)
Credits to Society (+ 60 Pop, + Wealth, + Morale, - military)
For certain worlds immigration is booming, tax revenues are increasing without the tax rate increasing alongside combined with high levels of reported public satisfaction and support for government policies have clearly marked a number of worlds as the "success" stories for the Union.
To Go Boldly (+ tech + 2,500 military, + 100 CIP, - wealth)
This is a new age of exploration and development. In the fire of the war the straw and hay of the traitor, the corrupt, and the weak have been burned away to leave the gold and silver of the European spirit. The future belongs to the European Union.
Fraying Patchwork (+ transgene, + 2,500 military, + logistics, - morale)
Some EU states suffered from either small loyalist populations, had barely suppressed revolts, or were outright pro-ZOCU colonies which saw their governments deposed by local EU garrisons or from invasion from the stars and remain... troublesome. On the up side General Foch military base has more tanks and laser rifles in stock then ever before. (Mostly tanks.)


I2) EU World Economics

Ignore the War (+ 200 wealth, + 120 Pop, - logistics)
What war?
Regulated Economic Market (+ 100 CIP, + 200 PIP, + Morale, - debt)
Strict fiscal regulation and heavy investment in new start-up industries have encouraged a burst of economic growth to make up for the post-war demands in both internal EU markets and in exports; some might call it socialism while others call it "progress".
Center for Research (+ 4 Global Techlevel, + tech, + 100 CIP, - PIP)
With the failure of Operation Beanstalk the Aldebaran Research Facility remained open to herald in some of the advances that carried the Union to victory.
Arms Production Center (+ 100 PIP, + 2 Global Techlevel, + weapon tech)
Increased and Increasing production of armaments, spare parts and even warships close to the front by war's end allowed the decisive concentration of forces which ultimately won the war for Europe. While some planets returned to a largely manufacturing or agricultural economies when the need for armaments declined, while retaining the technological and industrial experience, others found that they were uniquely... suited to the military-industrial complex.
Postwar Depression (+ Logistics, + 2,500 military, + 100 CIP, + 200 PIP, -- Wealth)
Neo-Luddite Movement (+ 60 Pop, + logistics, + 200 PIP, - CIP)


I3) EU World Military

Drastic Military Reformation (++ Doctrines, + Technology, + 200 CIP, - 2,500 Military)
Admiral Zweiker's 'Young Officer' clique innovated many new technologies and techniques during the war, though at both a political and military cost.
New Golden Age (+ Naval Technology, + Naval Doctrine, ++ Warships, + logistics, - Ground Forces)
The 'Old Guard' of the DSF still remains immense prestige after the decisive victory over Haraway's World, continuing the EU's proud tradition of powerful, effective warships into the 23rd century.
Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
It was the EU's Doppelsöldner mobile suits that became the propaganda face of the war, turning ZOCU's weapons against them. However, they flew in the face of all established theory and doctrine, and the 'Schrecklichekinder' remain marginalized.
Foreign Legionnaires (+ ground tech, + 2,500 military, + ground doctrines, + logistics)
The Age of Nationalism swept away the Age of the Mercenary Army. Now with a European Union counting dozens of worlds and billions of people of varying "nationality" or ethnic origin, it is not unknown to find professional soldiers serving in militias and armies far from the country or colony of their birth honorably and loyally.
The Special Aerospace Service (+ sneaky stuff, + 100 CIP, ++ doctrines)
The SAS raid on Londinium or the daring rescue of top spy Code-name "Courage" are the thing of legend. For those that are cleared to know.
The Silent Service (+ stealth technology, + 100 CIP, + 100 dust, + ship technology)
Keep 'em Flying (++ Logistics, ++ Cargo)
Amateurs study tactics. Professionals study logistics. Some armies are more professional then others.
Tin Soldiers (++ AI tech, + ground doctrine, + air doctrines)
Heavy losses in the early battles of the ZOCU Rebellion eventually lead to certain EU worlds developing more effective automation technologies for usage in warships to reduce manpower needs. For worlds with smaller population bases or simply more unreliable bases the next step was the development, introduction and adoption of "Tin Soldiers"; robotic ground troops and robot aircraft as replacement warriors.

PPS Routes

J1) PPS Politics

Breakway System (+ Non-core relations, + 100 PIP, + 100 CIP, - Chinese relations)
Some colonies in the Sino-Russian Arm took advantage of the Breakdown to free themselves from rule by Earth, at least nominally.
Democracy Unleashed (+ Morale, + 100 CIP)
Others were more stable, having peaceful changeovers from colonial rule to a democratic system, as was intended for colony governance.
Special Administrative Region (+ 2 Global Tech Level, + Tech, + Morale, - Doctrines)
A few, owing to certain factors, have been given extreme freedom of action due to their economic or research importance but their military readiness has suffered, owing to the belief that "Earth will take care of it".
Autonomous Region (+ Morale, + 2,500 military, + 60 Pop, - Debt)
Some were originally granted extreme amounts of leeway by their founding government, but with the implication that they'd be on their own. Such colonies generally were happy with their independence but required a buildup of military force beyond normal, causing them to suffer from high debt.
Province (+ 60 Pop, + 2,500 Stockpiles)
Some colonies have or had become full provinces of their government, even, although owing to distance regional governors are still given a greater-than-average amount of leeway to act.
Direct-Controlled Municipality (+ 100 Wealth, + 100 CIP, + 60 Pop, -Morale)
After the Breakdown ended a few particularly rebellious colonies were suppressed and put back under terrestrial control. These colonies have generally been given significant economic aid and there are high incentives to immigrate to them, but there is still an undercurrent of anger at their conquest.


J2) PPS Economics

Special Economic Zone (+ 200 Wealth, + 60 Pop, + 100 CIP, + 100 PIP, - 2,500 Military, -Doctrines)
It is not uncommon for certain regions in the Sino-Russian arm to offer corporate havens, but due to low taxation rates military readiness suffers.
Transshipment Center (+ 100 CIP, + 100 Tech, + 100 Dust, + 100 Logistics, - 100 Wealth)
The existence of posthuman artifacts and the valuable Delta/Theta Dust in the Rim make certain colonies drop-off points for exploration missions. The Chinese and their "treasure fleet" meant that many colonies they founded became port colonies for said treasure fleets, and with the Breakdown spent much of their time reverse engineering the dust they received.
Military Industrial Zone (+ 100 CIP, + 100 PIP, + Weapon Tech, + 2 Global Tech Level, - 100 Wealth)
A few colonies have been heavily involved in the arms trade, making them havens for military weapons production and development.
Regional Defense Base (+ 2,500 Military, + Logistics, +100 PIP, + 60 Pop, - 100 Wealth)
Strategic outposts in the arm were heavily reinforced with soldiers, who, during the Breakdown or post-Breakdown years, stayed and reinforced the arm further.
Conurbation (+ 180 Pop)
The Sino-Russian Arm was colonized by several of the most populous countries on Earth, and many of their Colonies have populations massively larger than the norm.


J3) PPS Military

Supersoldier Factory (+ tech, + transgene, ++ supersoldiers)
Strauss-Kaserism never took off in China or Russia, meaning that they are one of the few Core powers to still commonly use the heavily augmented in military roles. A few of China's colonies took that doctrine to heart.
Got a PLAN (+ 2,500 military, + 100 PIP, + fleet doctrines, + ship tech)
With planets surrounded by space, it is no wonder that the first line of defense, and the best funded one for many colonies, is the navy.
Long March Into Space (+ Navy, ++ Shipbuilding Tech, + Fleet Doctrines, + Logistics, - Debt)
The PRC today has a significant amount of force projecting that several of her colonies wish to emulate, but without the PRC's economic powerhouse, such an attempt invaribly leads to swimming in debt.
Crysis Situation (+ 200 Dust, + Tech, + Sneaky Shit)
A handful of Sino-Russian arm colonies have been raided for their posthuman ruins, and to hold them have improved the size and sophistication of their special operations forces.
Fist teams (++ Doctrine, + technology, + 100 CIP)
The Sino-Russian Arm has shorter logistical trails and a higher overall population compared to the other arms, meaning that the governments involved in colonizing it could afford to be both more selective with the quality of soldiers as well as equip them with more advanced technology compared to other powers.
Steel Dragons (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha tech)
The Sino-Russian arm was neutral as a whole during the ZOCU war, and took advantage of that stance to buy and reverse-engineer mecha technology, as well as take lessons from battle reports in their application.

CIS Routes

L1) CIS Politics

Tsar Putin III (+ Transgene, + 100 Wealth)
It's not like you're going to vote for the other guy.
Sovetskiy Soyuz (+ 5000 Military, + 100 PIP, - China Relations)
An iron curtain has been drawn across the stars.
Whatever The Cost (+ 60 Pop, + Morale, + Transgene, - 100 Wealth)
Long eschewed from the ranks of the great powers, Russia is on the rise again.
Fringe State (+ 100 Wealth, + Morale)
The CIS has been working hard to lure a number of worlds from China's former control by offering something many of them have never had before: a choice. And a bribe.

L2) CIS Economics

Industrial Heartlands (+ 200 PIP, + 100 CIP)
This world has never relied on anyone else, and it never will.
Resurgent Economy (+ 200 Wealth, + Morale)
Not everyone's suffering over the broken back of China's trade empire. Certainly not you.
Bunker Mentality (+ 2500 Stockpiles, + 5000 Military)
Enemies. Everywhere.
Infodump (+ 2 Global Tech, + 100 Dust)
Your capabilities won't begin to strain the imagination until your R&D budget does.

L3) CIS Military

Under The Radar (++ Sneaky Shit, + Doctrines, + Stealth Tech)
Nobody saw what you did there.
Strategic Missile Command (+ Logistics, + 2500 Military, + 100 CIP, + Starship Tech)
Sometimes the simplest solution to a problem is just to bomb it flat.
Where No Man Has Gone (+100 Theta, + 100 Dust, + Logistics, + FTL Tech)
Standing on the shoulders of those who first touched space, so we shall go out into the stars.
Big Gun Lobby (+ Shipbuilding, + Fleet Doctrines, + 2500 Military, + 100 PIP)
Subtlety is for spies, tact is for politicians.
Military Surplus (+ 5000 Military, + 200 PIP, + Logistics, - 2 Global Tech)
These missile cruisers are past their prime, but they were a fantastic deal.
Soldier of the Future (++ Ground Doctrines, + Cybernetics, + Ground Tech)
Can't keep a good man down.


League Routes

L1) League Politics

Be Interventionist (+ 2,500 military, + logistics)
You like meddling in other people's business.
Fie On The Homeland (+ 100 PIP, ++ logistics, - non-Rim relations)
You left for a reason. And you'll keep looking outward.
Still Alive (and out there!) (++ 100 PIP, +100 dust, - tech)
You're a long way out, and stand on your own two million feet.
Law of the Gun (+ 5,000 military, + 100 PIP, - Morale)
You run this country like you ran your army: Find problems, and shoot them.
Transhuman Supremacy (++ Transgene, + Morale, - relations)
We don't want anything to do with you lessers... mostly.
Ideological Purification (++ Morale, + 100 PIP, - 100 CIP, - relations)
We don't want anything to do with you heathens/backsliders/socialists/etc.... mostly.
Evil to Fight Evil (+ 2,500 military, + transgene, + doctrines, + tech, - morale, - relations)
It worked for the Magnates. Now you'll make it work for you, no matter who complains.


L2) 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, + 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, + logistics, + FTL tech, - 2,500 military)
You are the gate to the rim, and fund explorations into it.
Regional Port (+ 100 dust, + 100 PIP, + 100 CIP, +2 Shipbuilding, - ground tech)
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, ++ logistics, - doctrines, - morale)
You'll get this planet moving, and make sure nobody can stop you - be they civilians or officers.


L3) League Military

Battlefield World (+ 2,500 military, + stockpiles, ++ defensive stuff, ++ ground doctrines, - 60 pop)
Your world was the site of vicious battles during the War.
Salvation Armada (+7,500 military, ++ logistics)
It isn't too special, but it's certainly big.
Scrap Heaps (+ 100 PIP, ++ logistics, + 5,000 military, + doctrines, - tech)
It's special in the wrong direction, but at least you know how to use it.
Magnate Killteams (++ sneaky stuff, ++ doctrines, + stealth tech)
Shoot the head.
Copycat (+ 2,500 military, + 100 CIP, + air doctrines, + ground doctrines, + mecha tech)
Giant robots won the Zodiac War. Now they'll win yours too.
High-Tech Bullshit (+2 Global Techlevel, + 200 dust, ++ tech)
In a backwards place like this, the cutting edge makes you king.
Guts (+ 2,500 military, + doctrines, +++ morale)
You will die for the cause, and you're equipped to take others with you.


Magnate Routes

M1) Socio-Economic

We're People Too (+ relations, + FTL tech, + logistics, + 2 Global tech level, + 100 dust)
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, + Common tech, + 100 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, + 60 Population, + 100 Wealth, + 100 PIP, + Morale, Managed Society)
Several Magnate Societies built extreme transgenic utopias, where all were happy in their role.
Exhumanize! (++ Transgene, +++ Supersoldier)
The Exhuman ideal is popular with the Magnates, many of whom believe in continual genetic and cybernetic enhancement.
Time-Motion Engineers (+ 200 PIP, + 200 CIP, + 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, + 100 PIP, + 100 CIP)
To create these immensely augmented individuals, the Magnates had to build excellent cloning technology beyond that of any other power.

M2) Socio-Military

Evangelical Transhumanism (+ 5,000 military, + Doctrines, ++ Logistics)
There are those who wish to spread their ideology far and wide, oftentimes with explosions happening in the background.
Face Dancers (++ Sneaky Stuff, + Stealth Tech, + 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 Tech, ++ 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, ++ Tech, + 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, + logistics, ++ doctrines, + morale)
Amateurs talk strategy. Professionals talk logistics. Magnates are enhanced enough to talk about both at the same time.
Reverse Engineering (+ Mecha Tech, + Tech, + 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 Tech, + Doctrines, + 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.

Starting Application Bonuses

A nation gets all of the first row of applications and must chose two from the follow row(s). Names inside [Brackets] are prerequisites for certain choices.

Independent: ++ Application (common), +5 Shipbuilding Application, Cruiser Construction
+ Beam/Pulse Application, + Railgun Application, + Missile Application, + Application (common)
[Get Sirius] +2 Hangarize Application, [Phezzan] + Stealth Application, [Transhuman Supremacy] + Cybernetics Application, [Expanse Production Center] Capital Construction/+1 Shipbuilding Application, [Fort Up] +3 Land Battleship Construction
ZOCU: + Mega-Particle Application, + Power Application, +3 Hangarize Application, +4 Shipbuilding Application, Cruiser Construction
+ Mecha Application, + Shield Application, + Ground Application, + Aerospace Application, + AI Application, + Propulsion Application
[Arms Production Center] Capital Construction, [Fort Up] +3 Land Battleship Construction
PACT: + Beam/Pulse Application, + Aerospace Application, +6 Shipbuilding Application, Capital Construction
+ ECM Application, + Carrier Application + AI/Robotics Application, + Stealth Application
[Center for Research] + Power Application, [Area 52] +2 Hangarize Application
EU: + Railgun Application, + Armor Application, +6 Shipbuilding Application, Capital Construction
+ Naval Application, + Ground Application, + Mecha Application, +3 Land Battleship Construction
[Gundam Counterattack] +2 Hangarize Application, [The Special Aerospace Service] + Stealth Application
China: + Missile Application, +8 Shipbuilding Application, Capital Construction
+ Aerospace Application, + Ground Application, + ECM Application, + Beam/Pulse Application
[Fist teams] + Cybernetics Application, [Long March Into Space] +3 Land Battleship Construction
League: + Application (common), +2 Shipbuilding Application, Capital Construction
+ Ground Application, + Armor Application, + Aerospace Application, + Mecha Application, +3 Land Battleship Construction
[Transhuman Supremacy] + Cybernetics Application, [Black Market Hub] + Stealth Application
Magnate: + Ground Application, + Aerospace Application, +5 Shipbuilding Application, Cruiser Construction
+ Armor Application, + Beam/Pulse Application, + Railgun Application, + Supersoldier Application, + Cybernetics Application
[Reverse Engineering] + Mecha Application, [Face Dancers] + Stealth Application, [Time-Motion Engineers] Capital Construction


Tentative list
Derived from Sphere Technology Rules

ZOCU

Hull Construction 0
Hangarize 3
Mecha Construction 2
Forced Fusion Application
Standard Electrochemical Weapons
All derived Applications
Standard Railguns
All derived Applications
Standard Laser Weapons
Naval + Vehicular Applications
Standard Pulse Weapons
Naval + Vehicular Applications
Standard Mega Particle Weapons
Naval + Vehicular Applications
Standard Missiles
All derived Applicationnologies
Exotic Propellants
Armor Construction 6
Shield Construction 2
Scattering Field, Flash Field, Pin-Point Barriers
Mercurion Drives
Theta Drives


PACT

Hull Construction 4
Aircraft Construction 2
Fusion Application
Standard Electrochemical Weapons
All derived Applications
Standard Railguns
All derived Applications
Standard Laser Weapons
Naval + Vehicular Applications
Synchronous Acceleration
Naval + Vehicular Applications
Standard Missiles
All derived Applicationnologies
Feral Acquisition Targeting System
Armor Construction 7
Shield Construction 1
Scattering Field, Flash Field
ECM


EU

Hull Construction 5
Vehicle Construction 2
Fusion Application
Standard Electrochemical Weapons
All derived Applications
Rhenium Railguns
All derived Applications
Standard Laser Weapons
Naval + Vehicular Applications
Standard Pulse Weapons
Naval + Vehicular Applications
Standard Missiles
All derived Applicationnologies
Polystage Warheads
Armor Construction 8
Polarized Armor, Phase Shift Armor
Shield Construction 1
Scattering Field, Flash Field


China

Hull Construction 7
Aircraft Construction 2
Vehicle Construction 2
Fusion Application
Standard Electrochemical Weapons
All derived Applications
Standard Railguns
All derived Applications
Standard Laser Weapons
Naval + Vehicular Applications
Standard Pulse Weapons
Naval + Vehicular Applications
Standard Missiles
All derived Applicationnologies
All derived upgrade Applicationnologies
Armor Construction 6
Shield Construction 1
Scattering Field, Flash Field


League

Hull Construction 3
Landship Construction 2
Fusion Application
Augmented Thermochemical Weapons
All derived Applications
Shield-Buster Applicationniques, Exotic Propellants
Standard Railguns
Naval + Vehicular Applications
Standard Laser Weapons
No application Applications
Standard Pulse Weapons
No application Applications
Standard Missiles
All derived Applicationnologies
Armor Construction 6
Shield Construction 1
Scattering Field, Bubble Field


Indie

Hull Construction 3
Fusion Application
Standard Electrochemical Weapons
All derived Applications
Standard Railguns
All derived Applications
Standard Laser Weapons
Naval + Vehicular Applications
Standard Pulse Weapons
Naval + Vehicular Applications
Standard Missiles
All derived Applicationnologies
Armor Construction 6
Shield Construction 1
Scattering Field, Flash Field

Has additional points to spend on Application

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.

Found Religion (+ Morale, - 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! (+ 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, - Military)
The Clyne Movement is a pro-transhuman ideology that also denies the validity of offensive war.
Relena's Rules (+ Wealth, + 60 Pop, + Morale, -- Military, - Logistics, - pacifist)
The Sanc Kingdom's legacy of total pacifism lives on.
Hippies Under The Bed (+ 60 Pop, - military)
Make Love, Not War!
Revanche! (+ morale, - military)
You lost last time, now to get even!
Bombed Flat And Angry About It (+ Morale, - CIP)
Ironically enough, a near-constant in war is that actions against a civilian population will lead to stiffening support for the central government.
Reaganomics (+ 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.
My Toaster Hit Singularity (+100 dust, - CIP)
Minor singularity events continue to bedevil high-tech industries, though the aftermath can lead to some new opportunities.
Libertarian Rickroll (+ 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, - 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, - 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.
Build It And They Will Come (+ Logistics, - Wealth)
Infrastructure construction, except it's a bunch of ammo dumps and supply ships.
Ran Outta People (+ Computer Tech, - 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 (+ tech, - Pop, - morale)
Sometimes, sacrifices must be made for the greater good.
Cut To The Bone (+ doctrines, - 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, - tech)
Some intellectual establishments prefer the clean clarity of theoretically research over the messy (and expensive) business of practical development.
The Weak Perish (+ doctrines, - 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.

Path Change log

Upgraded

A2) Initial Colony Population

Changed:

E1) The Zodiac Organization - Solidarity!
F1) Indie World Politics - Get Sirius
G1) ZOCU World Politics
G2) ZOCU World Economics - Crash Industrialization
I1) EU World Politics
I2) EU World Economics changed

--Shrike 08:23, 17 July 2009 (UTC)

Changed:

D4) Catapulted (may not choce Independence or Solidarity in E1)

--Shrike 18:30, 19 July 2009 (UTC)

Added:

Chinese Arm and League paths

Changed:

Almost everything for Indies.

--Shrike 21:04, 22 July 2009 (UTC)

Changed:

League paths updated, less bias towards PIP with a greater focus on military paths.
Info blurbs uploaded
ZOCU Guiding Star changed

--Shrike 03:09, 26 July 2009 (UTC)

Changed:

League path in E1 given + Logistics.

--Arc 15:33, 02 August 2009 (UTC)

Changed:

No Suitable World now modified military doctrines

--Shrike 19:18, 15 August 2009 (UTC)

Added:

Added Governments to the paths

--Shrike 07:18, 4 January 2010 (UTC)

Added:

Three new Chaotic Events; Relena's Rules, Bombed Flat and Revanche!

--Shrike 20:04, 4 January 2010 (UTC)

Added:

Busy Child option added for Colonization Mission Type.

Changed:

RP changed to Techlevel to better represent the effect.

--Shrike 07:22, 10 January 2010 (UTC)

Change:

Hard economic numbers. Getting there!

--Shrike 21:45, 14 January 2010 (UTC)

Added:

Sino-Russian Arm divided into the PPS and the CIS. CIS paths added.

--Arc 15:33, 15 January 2010 (UTC)

Noncannon Ideas