Second Sphere History Paths

From Sphere
Jump to navigation Jump to search

Spreadsheet

[1]

Use the spreadsheet above to calculate your national totals. The final Output tab can be copied and pasted directly into your nation page with no additional formatting.

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.

Applications

Applications (or 'apps') 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 applications 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 apps is considered average, with those above and below being relatively high or low applied technology. 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 applications 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 Treaty of Sirius

  • tentative*

The Treaty of Sirius imposes limits on the total number of main combatants any affected power may have. No single ZOCU state may have more than 10 cruiser hulls and the entire ZOCU organization is limited to a total of 75 cruiser hulls. Any non-ZOCU state affected by the Treaty of Sirius may not have more than 8 cruiser hulls. A single battleship hull counts as three cruiser hulls. Additionally, a number of limits are imposed:

Carrier hulls are illegal
Cloaking devices are illegal
No armed vessel may have more than four docking hardpoints
All non-Prestige units have a hull/body expansion limit 1 lower than they would otherwise have (eg, Shipbuilding V may only build ships with a max of 4 hull expansions)

In addition to this, Sirius-limited powers may maintain a mothball fleet; ships can be removed from the mothball fleet if Escalation Clause events are triggered. ZOCU may maintain a mothball fleet of up to 25 hulls; non-ZOCU Sirius states may maintain up to 3 hulls. These must be available for inspection by UN or ARROWs moderators at any time.


The Paths

Starting Amounts

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

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

Sign The PACT (+ 200 CIP, +200 Wealth, +10,000 military, +5 morale, PACT Tech Paradigm, Go to War-2) *Must be PACT arm
The EU Includes Us (+ 200 PIP, +200 Wealth, +10,000 military, +5 morale, EU Tech Paradigm, Go to War-3) *Must be EU arm
We'll Rebuild China (+ 60 Pop, +100 Wealth, +11,500 military, +5 morale, Chinese Tech Paradigm, Go to War-4) *Must be Chinese arm
In Russia . . . (+100 CIP, +100 Wealth, +12,500 military, +5 morale, Russian Tech Paradigm, Go to War-5) *Must be Chinese arm
ZOCU Solidarity! (+7,500 military, +100 Wealth, + 200 Dust, +100 Theta, +5 morale, ZOCU Tech Paradigm, -1 debt, Go to War-6) *May not be Chinese arm, negates Dust to Dust
Make My Own Bloc (+100 Wealth, + 10,000 military, + 300 PIP, +1 logistics, L3ague Tech Paradigm, +5 morale, Go to War-7) *Must be UN or Longshot, negates Dust to Dust
"I'm a Magnate!" (+100 CIP, + 15,000 military, +20 SP, +5 morale, Magnate Tech Paradigm, Go to War-8) *Must be Longshot
Independence! (+ 10,000 military, +5 morale, Indie Tech Paradigm, Go to War-9) *Must be Broken Down factional, any UN or Longshot, negates Dust to Dust
PACT

War-2A) PACT World Politics

New American Millenium (+ 2,500 Military, + 200 Applications, + 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 (+ 200 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, + 10 SP, + 2 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 (+ 200 Wealth, + 100 application)
Deregulation has helped boost your power's economy, as large interstellar corporations gain significant footholds in your colony both economically and politically.
Transhumanize! (+ 20 transgene, +100 Wealth, + 100 CIP, + 100 application, - 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.


War-2B) 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, + 100 application, + 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, + 100 CIP, + weapon application)
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 (+ 1 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, + 2 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.


War-2C) PACT World Military

Zoom and Boom (+ 2,500 military, + air doctrines, ++ aircraft application)
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 application)
The Great White Fleet's back and it's all under your control.
Send in the Marines (+ ground application, + 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! (+++ Infiltration, + 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, + 200 application, - 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 application, + 100 CIP, ++ aerospace application)
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 (+ 2 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 application, + 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 application, + Propulsion application)
Giant Robots!
Europe

War-3A) EU World Politics

Bureaucracy as Usual (+ 60 Pop, +100 Wealth, + 100 PIP, + 1 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.
Credits to Society (+ 60 Pop, + 200 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.
Fraying Patchwork (+ 20 transgene, +100 Wealth, + 2,500 military, +1 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.)
To Go Boldly (+ 100 CIP, + 100 Theta, +50 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.
Light Into Darkness (+ 2,500 military, +100 Wealth, + 100 applications, + Morale, - Rim relations)
The outworlds have languished under ignorance, barbarity and poverty for two generations. Now is the time to bring the light of reason and civilization into the darkness.
Outstretched Hand (+ 100 applications, +100 Wealth, + Morale, + Rim relations, + Intelligence, - 100 PIP)
Together with those seperated by four decades and innumerable light-years, we can build a better future.
Electronic Old Men (+1 Societal Closure, +1 Public Order, +1 Security, +1 Secrecy, +100 Apps)
Old men. Running the world. A new age. Our electronic old men and their flexibility has let us make progress in the mythical city on the hills.


War-3B) 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, + 100 application, + 100 CIP, - 100 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, + 100 CIP, + weapon application)
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 (+ 1 logistics, + 2,500 military, + 100 CIP, + 200 PIP, -- Wealth)
War debt, the somewhat sudden demobilization, and conversions back from either a full war-economy or a partial war-economy can and has hit some colonies and states rather hard. In other cases economic restructuring brought about by new economic factors, with or without wartime influences, have resulted in depressions and recessions of varying degrees of impact. As Union-wide economic programs and careful regulation have generally prevented outright collapses and have spurred on development of new industries and markets to solve the problem. It can be said that most "depression" states are in a phase of transition.... And it can equally be said that some colonies are truely depressed states of the horror-story sense.
Neo-Luddite Movement (+ 60 Pop, + 1 logistics, + 200 PIP, - CIP)


War-3C) 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, + 1 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 application)
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 application, + 2,500 military, + ground doctrines, + 1 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 (++ Infiltration, + Security, + 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 (+ 2 logistics, ++ Cargo)
Amateurs study tactics. Professionals study logistics. Some armies are more professional then others.
Tin Soldiers (++ AI application, + 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.
NELSON Uplink (+++ Fleet Doctrines, ++ Secrecy, +1,250 Fleet)
The EU's central strategic planning bureau known as 'NELSON' is shrouded in secrecy. And within that secrecy lies the power to dominate the spaceways.
China & Taiwans

War-4A) Chinese Politics

Running Back into the Fold (+ 100 CIP, + 200 Wealth, + 60 Pop)
The few colonies which came back under their own volition to the Chinese Colonial Authority were rewarded by extensive subsidies.
Reconquista (+ 2,500 Military, + 100 Wealth, + 100 PIP, + 2 logistics, - Morale)
There were those unwilling, but too close to the might of the People's Liberation Army to significantly resist "support" being granted to pro-reunification elements.
Still Free (+ 2,500 Military, +100 PIP, + 1 logistics, + Morale, + CIS relations, - Chinese Relations)
Some colonies are particularly adamant about not bowing to the CCA again.
One Nation, Twenty Systems (+ 60 Pop, + 2,500 Stockpiles, + 200 Wealth)
Several colonies were strong enough to resist the PLAN but not strong enough or determined enough that it looked to be a good idea to try. In general these colonies found a way to retain great amounts of individuality in their government and society at the cost of reduced government assistance and working with the CCA.
Send in the Blue-Helmets! (- 60 Pop, - 2 Global Tech Level, + 200 Fabers, + 2,500 Military, + Doctrines, +2 Logistics)
A few colonies particularly hard-hit had to have significant amounts of the People's Liberation Army committed as well as fabricators for emergency aid, as they had devolved into war, looting, and self-destruction. Twenty years after the recontact they are functional but barely.


War-4B) Chinese Economics

Former Trading Hub (+ Civilian application, + 120 Pop, + 100 Dust, - 100 Wealth)
There were Chinese colonies heavily dependent on trade to and from Earth, and when the Breakdown hit their economies collapsed like a house of cards.
Nationalized (+ 200 PIP, + 100 CIP, + 2,500 Military, - Debt)
To survive the Breakdown many once-private industries were nationalized as factories for export and trade lay rusting, keeping the colony's economy going at great cost to the government.
Financially Independent (+ 60 Pop, + 100 Wealth, + 100 PIP)
A few particularly lucky colonies had prepared well, and did not suffer as much from the Breakdown.
Brain Drain (+ 100 Dust, + 100 PIP, + 100 CIP, + 100 Wealth, + 1 logistics -2 Global Techlevel, - 60 Pop)
Some predominantly mining or manufacturing colonies did not have domestic technical staff at hand and stagnated or regressed technically during the Breakdown. Even with the recent reconnect, they still haven't quite gotten back up to speed.
Outsystem Research Facility (+ 100 CIP, + Weapons application, + Common application)
One or two colonies were ideally placed to become centers of learning and despite the hardships of the Breakdown, they managed to hold on to their educational and research infrastructures.


War-4C) Chinese Military

Supersoldier Factory (+ 100 application, + 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 application)
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 application, + Fleet Doctrines, + 1 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. May Only be taken by Running Back To The Fold powers.
Crysis Situation (+ 200 Dust, + 100 application, +++ Infiltration)
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, + ground 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 application)
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.
Fort Up (+ 2,500 military, + 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.
Russia & Friends

War-5A) CIS Politics

Fourth Rome (+90 pop, +150 wealth)
As the old world fades, new epicentres of culture and power will emerge. We have already long passed the milestone of having more Russians off-Earth than on. Now we look to a new capital.
Welcome, Comrade (++intelligence, +100 wealth, +China breakaway relations)
To bring the New Taiwans to their true home requires not just strong backs, but silver tongues.
Whatever The Cost (+ 120 Pop, + Morale, + 20 Transgene, - 100 Wealth)
Long eschewed from the ranks of the great powers, Russia is on the rise again.
Sovetskiy Soyuz (+5000 Military, +logistics, +100 PIP, - China relations)
An iron curtain of battleships and soldiers has been drawn across the stars.
Where No Man Has Gone (+100 theta, +100 dust, +FTL application, +logistics)
Standing on the shoulders of those who first touched space, so we shall go out into the stars.


War-5B) CIS Economics

Industrial Heartlands (+ 200 PIP, + 200 CIP)
This world has never relied on anyone else, and it never will.
Resurgent Economy (+60 population, + 200 Wealth, + Morale)
Not everyone's suffering over the broken back of China's trade empire. Certainly not you.
Infodump (+2 GTL, +200 applications, +100 Dust, + 100 CIP, -debt)
Your capabilities won't begin to strain the imagination until your R&D budget does.
The Transcension Machine (+4 GTL, +200 applications, + 20 SP, + 10 SP limit, - 200 Dust, - posthuman relations)
Is it unethical to take the knowledges of a crippled transcendal intellect and use them to further the power of a nation? I will leave that question to our grandchildren who will live in our new utopia.
Novaya Ekonomicheskaya Politika (+20 transgene, + 100 wealth, +100 CIP, +100 applications)
By embracing new methods we can reach beyond our former peers.
RDSU 995 (+300 Fabbers, ++AI application, -60 pop)
We can never hope to match China's manpower, but such methods are obsolete.


War-5C) CIS Military

Big Gun Lobby (+ Shipbuilding, + Fleet Doctrines, + 2500 Military, + 100 PIP)
Russia was once considered part of Europe, sharing its military and social traditions. In the early 22nd century the circle had came around and was once again closely aligned with European thought. Decades later, that meeting of the minds remainds in the structure of its starfleets.
Flight of the Cheetah (+ 100 CIP, +100 Propulsion Applications, + 100 Electronics Application, + 100 aerospace application)
Russia has long been a clearing house for unusual, esoteric and sometimes fiendishly clever devices. The more things change, as they say, the more they stay the same.
Men of Steel (++supersoldier, +20 transgene, +ground doctrine)
The wars before and during the breakdown have as much to teach as those after.
Rushin' Robots! (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha application, + ZOCU relations, - EU relations)
What if you had a Cossack who was 18 meters tall? What if you had an army of them?
Under The Radar (++ Infiltration, ++ Secrecy, +5% secrets, + Doctrines, + Stealth application)
Nobody saw what you did there.
Shock Army (+ 5,000 Military, + 2 Ground doctrines)
Russia has always been a continental power, and will continue to be such.
Category B (+10,000 Military, + 2 logistics - 2 Global Tech Level, - 100 CIP)
Waste not, want not.
ZOCU

War-6A) ZOCU World Politics

Amicable Split (+90 Population, -10 Transgenics, +14 Morale, +200 Wealth, +2 Diplomacy)
A few of the ZOCU worlds were functionally autonomous and sovereign even before the war and maintain good relations with their original patron state to this day. Many have seen continued immigration from the inner worlds.
Put It Behind Us (+2 SP, +14 Morale, +100 Wealth, +100 PIP, +100 CIP, +100 Dust)
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 (+100 PIP, +2 SP, +10 Doctrines, +10 Logistics, +2 Intelligence)
The war is over but the damage remains. It will take time to come to an accomodation. In the words of a 20th century stateman "Trust, but verify"
Guiding Star (+100 Wealth, + ZOCU relations, + 100 application, +1 morale, +20 transgene tech level)
There's a path to greatness and only you can show others where it lies.
House of War (+ 2,500 military, + morale, + transgene, + ground doctrines, + 1 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 (+ 5,000 military, + SP, + 1 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 (+100 Wealth, + 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.


War-6B) ZOCU World Economics

Regional Hub (+ 100 wealth, + 1 logistics, + 60 pop)
Worlds with good positions can reap the rewards, accumulating wealth and prestige.
Center for Research (+ 4 Global Techlevel, + 100 application, + 100 CIP, - 100 PIP)
Some worlds make a point of being open to research of all sorts.
Arms Production Center (Capital Ship Production, + 100 PIP, + 100 Dust)
A number worlds have encourage strong pro-business policies, becoming veritable industrial juggernauts.
Transhuman Resources (+ transgene, + 100 wealth, + 100 application)
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 (+ 1 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.


War-6C) ZOCU World Military

Fort Up (+ 20,000 military, +20 doctrines, Super Land Construction)
The best way to ensure a nation's survival is to become too difficult for any opponent to effectively conquer.
Fight in the Jungle (+25 Doctrines, +15,000 Military, +100 PIP, +2 Military Discipline, - 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 Construction IV)
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 (Mecha Construction V, +100 Dust, + Air Doctrines)
The engineers of Kanon had no qualms about developing ever more radical technologies and machines to deploy into battle.
Endseason Boss Suits (+ 425 Theta, + 300 Adtheo application, - 400 Dust)
And then they got away from themselves.
Low Profile (++ Infiltration, + Intelligence, + 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 (+ 20 transgene, + 100 CIP, + 200 application)
Advanced transgenic upgrades skirted the borders of acceptable ethics, but few avenues were left unexplored in a bid to win the war.
Military Buildup (20 Doctrines, + 22,500 military, +100 CIP, +200 Dust, +10 Logistics, -1 morale, - 100 theta, -200 Wealth)
Some politicians and military leaders are determined to build a military machine that can stand up to the core, costs be damned.
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.