Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
1 |
19 |
Given advanced training in a specialist field |
2 |
22 |
Continued as Merchant (Merchant Marine). |
2 |
24 |
A good deal ensures Arther Sims is living the high life for a few years. |
2 |
26 |
Promoted to Merchant (Merchant Marine) rank 1 with the new title Senior Crewman. |
3 |
26 |
Continued as Merchant (Merchant Marine). |
3 |
29 |
Given advanced training in a specialist field |
3 |
30 |
Promoted to Merchant (Merchant Marine) rank 2 with the new title 4th Officer. |
4 |
30 |
Continued as Merchant (Merchant Marine). |
4 |
34 |
Promoted to Merchant (Merchant Marine) rank 3 with the new title 3rd Officer. |
5 |
34 |
Voluntarily left Merchant Marine |
5 |
34 |
Became a Citizen (Colonist). |
5 |
36 |
Arther Sims gain experience in a technical field as a computer operator or surveyor. |
5 |
38 |
Promoted to Citizen (Colonist) rank 1. |
6 |
38 |
Continued as Citizen (Colonist). |
6 |
40 |
A revolution, attack or other unusual event throws Arther Sims's life into chaos, forcing Arther Sims to leave the planet. |
7 |
40 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
7 |
44 |
Arther Sims secretly provide religious rites for a dying leader or noble, although they do not share Arther Sims's faith. Gain an Ally in the family and a Rival who disagrees with Arther Sims's choice. |
7 |
44 |
Forced to continue current assignment. |
7 |
44 |
Promoted to Believer (Missionary/Humanitarian) rank 1 with the new title Project Worker. |