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[Hard Times] Recovery

Golan2072

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Marquis
My variant of the OTU takes place in 1138, ten years into the Hard Times, in a universe where the Virus was never released. What I intend to do as far as astrography is concerned is to first apply Hard Time's changes to each star system's UWP to get the 1125 value (I already have subsectors A and B - Ultima and Suleiman - of the Solomani Rim with Hard Times modifications, I'll post them tomorrow); then modify some of them to reflect the passing of time between 1125 to 1138.

So here are my suggested modifications:

1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, the Doomed world dies, i.e. Population, Government, Law and TL becoming 0; any Starport above X is considered to be an abandoned facility.

2) All Failing worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, roll 1d; the Failing world dies on a roll of 1-4, or stabilizes on a roll of 5-6. "Stabilization" in this case means reduction of the Population and digit by 1 and no other recovery.

3) For all non-Failing, non-Doomed worlds, roll 2D; a modified roll of 4 or less means that the world declines (minus one Population and TL digits); a modified roll of 10 or more means that the world recovers (see below); a roll of 5-9 means that the world stabilizes (retaining its 1125 values). DMs: -2 if the world has suffered Biosphere Damage; -2 if Starport-X; +1 if breathable atmosphere; -1 for Vaccum or Corrosive atmosphere; -2 for Insidius atmosphere; +1 if Hydrographics 3+ (non-Fluid); -1 if Desert World (Hydrographics 0); +2 if POP 9+; +1 if POP 7-8; -2 if POP 5-; +1 if GOV 3, 4, 5, 8, or A; -2 if GOV 0; -1 if GOV 7; +1 if the world is a part of a "pocket-empire".

4) Recovery always means an increase of the world TL by 1; if the starport is C or less, it also increases in one level. If the starport is B, it increases to A on a roll of 5 or 6 on 1D; otherwise it remains at B.

5) All worlds with Government UWP 0 roll a new government (2D6+POP-7); a government UWP of 0 remains only if the new roll's result is 0 or less.

Worlds that were in Safe subsectors subjected to post-1128 warfare (in my variant, the Solomani Civil War, taking place in the Capella and Gemini subsectors of the Solomani Rim Sector and the coreward parts of the Aldebaran and Wovoca subsectors of the Aldebaran Sector) recieve all standard Hard Times changes for their part in the 1128-1135 warfare.
 
My variant of the OTU takes place in 1138, ten years into the Hard Times, in a universe where the Virus was never released. What I intend to do as far as astrography is concerned is to first apply Hard Time's changes to each star system's UWP to get the 1125 value (I already have subsectors A and B - Ultima and Suleiman - of the Solomani Rim with Hard Times modifications, I'll post them tomorrow); then modify some of them to reflect the passing of time between 1125 to 1138.

So here are my suggested modifications:

1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, the Doomed world dies, i.e. Population, Government, Law and TL becoming 0; any Starport above X is considered to be an abandoned facility.

2) All Failing worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, roll 1d; the Failing world dies on a roll of 1-4, or stabilizes on a roll of 5-6. "Stabilization" in this case means reduction of the Population and digit by 1 and no other recovery.

3) For all non-Failing, non-Doomed worlds, roll 2D; a modified roll of 4 or less means that the world declines (minus one Population and TL digits); a modified roll of 10 or more means that the world recovers (see below); a roll of 5-9 means that the world stabilizes (retaining its 1125 values). DMs: -2 if the world has suffered Biosphere Damage; -2 if Starport-X; +1 if breathable atmosphere; -1 for Vaccum or Corrosive atmosphere; -2 for Insidius atmosphere; +1 if Hydrographics 3+ (non-Fluid); -1 if Desert World (Hydrographics 0); +2 if POP 9+; +1 if POP 7-8; -2 if POP 5-; +1 if GOV 3, 4, 5, 8, or A; -2 if GOV 0; -1 if GOV 7; +1 if the world is a part of a "pocket-empire".

4) Recovery always means an increase of the world TL by 1; if the starport is C or less, it also increases in one level. If the starport is B, it increases to A on a roll of 5 or 6 on 1D; otherwise it remains at B.

5) All worlds with Government UWP 0 roll a new government (2D6+POP-7); a government UWP of 0 remains only if the new roll's result is 0 or less.

Worlds that were in Safe subsectors subjected to post-1128 warfare (in my variant, the Solomani Civil War, taking place in the Capella and Gemini subsectors of the Solomani Rim Sector and the coreward parts of the Aldebaran and Wovoca subsectors of the Aldebaran Sector) recieve all standard Hard Times changes for their part in the 1128-1135 warfare.
 
My variant of the OTU takes place in 1138, ten years into the Hard Times, in a universe where the Virus was never released. What I intend to do as far as astrography is concerned is to first apply Hard Time's changes to each star system's UWP to get the 1125 value (I already have subsectors A and B - Ultima and Suleiman - of the Solomani Rim with Hard Times modifications, I'll post them tomorrow); then modify some of them to reflect the passing of time between 1125 to 1138.

So here are my suggested modifications:

1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, the Doomed world dies, i.e. Population, Government, Law and TL becoming 0; any Starport above X is considered to be an abandoned facility.

2) All Failing worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, roll 1d; the Failing world dies on a roll of 1-4, or stabilizes on a roll of 5-6. "Stabilization" in this case means reduction of the Population and digit by 1 and no other recovery.

3) For all non-Failing, non-Doomed worlds, roll 2D; a modified roll of 4 or less means that the world declines (minus one Population and TL digits); a modified roll of 10 or more means that the world recovers (see below); a roll of 5-9 means that the world stabilizes (retaining its 1125 values). DMs: -2 if the world has suffered Biosphere Damage; -2 if Starport-X; +1 if breathable atmosphere; -1 for Vaccum or Corrosive atmosphere; -2 for Insidius atmosphere; +1 if Hydrographics 3+ (non-Fluid); -1 if Desert World (Hydrographics 0); +2 if POP 9+; +1 if POP 7-8; -2 if POP 5-; +1 if GOV 3, 4, 5, 8, or A; -2 if GOV 0; -1 if GOV 7; +1 if the world is a part of a "pocket-empire".

4) Recovery always means an increase of the world TL by 1; if the starport is C or less, it also increases in one level. If the starport is B, it increases to A on a roll of 5 or 6 on 1D; otherwise it remains at B.

5) All worlds with Government UWP 0 roll a new government (2D6+POP-7); a government UWP of 0 remains only if the new roll's result is 0 or less.

Worlds that were in Safe subsectors subjected to post-1128 warfare (in my variant, the Solomani Civil War, taking place in the Capella and Gemini subsectors of the Solomani Rim Sector and the coreward parts of the Aldebaran and Wovoca subsectors of the Aldebaran Sector) recieve all standard Hard Times changes for their part in the 1128-1135 warfare.
 
Hmm don’t really know much MT Looks reasonable.

Any world within a polity that has that has other trade partners including one garden world with a stable government will recover and do better.
 
Hmm don’t really know much MT Looks reasonable.

Any world within a polity that has that has other trade partners including one garden world with a stable government will recover and do better.
 
Hmm don’t really know much MT Looks reasonable.

Any world within a polity that has that has other trade partners including one garden world with a stable government will recover and do better.
 
Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
 
Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
 
Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
 
Originally posted by Kurega Gikur:
what exactly is a "doomed world"
That's Hard Times term for a world that has no means for self-sustainance without significant external trade; in the post-Rebellion conditions of Hard Times, such a world will be unable to maintain its population on the long run. The doomed worlds are typically low-population, low-technology worlds with inhospitable environments.

Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
</font>[/QUOTE]The way I see it, most post-Hard Times polities, even the more democratic and well-meaning ones, will be somewhat heavy-handed; harsh times often force people - even ones with good intentions - to take harsh measures.

And even the most libertarian economical/technical aid mission to a doomed world is going to be the body responsible for maintaining the most important thing on that world - life support - and will have have significant influence locally, atleast until things stabilize. Sure, some polities will strive to keep the locals politically independent, but true political independence cannot really be achieved in most cases without some degree of economical sustainability.

So a democratic "savior" is probably going to keep the local government independent in most matters, but will call shots in certain matters (such as using the "saved" world as a military/naval base against an external threat, giving advice on economic decisions and so on) and will informally and even unintentionally influence the locals simply by controlling their lifeline.

A totalitarian "savior" would simply use its stranglehold on the local life support and economy to sieze absolute control of the "saved" world, even going to the level of installing "failsafes" (i.e. boobytraps) in the new systems to blackmail the locals into submission.
 
Originally posted by Kurega Gikur:
what exactly is a "doomed world"
That's Hard Times term for a world that has no means for self-sustainance without significant external trade; in the post-Rebellion conditions of Hard Times, such a world will be unable to maintain its population on the long run. The doomed worlds are typically low-population, low-technology worlds with inhospitable environments.

Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
</font>[/QUOTE]The way I see it, most post-Hard Times polities, even the more democratic and well-meaning ones, will be somewhat heavy-handed; harsh times often force people - even ones with good intentions - to take harsh measures.

And even the most libertarian economical/technical aid mission to a doomed world is going to be the body responsible for maintaining the most important thing on that world - life support - and will have have significant influence locally, atleast until things stabilize. Sure, some polities will strive to keep the locals politically independent, but true political independence cannot really be achieved in most cases without some degree of economical sustainability.

So a democratic "savior" is probably going to keep the local government independent in most matters, but will call shots in certain matters (such as using the "saved" world as a military/naval base against an external threat, giving advice on economic decisions and so on) and will informally and even unintentionally influence the locals simply by controlling their lifeline.

A totalitarian "savior" would simply use its stranglehold on the local life support and economy to sieze absolute control of the "saved" world, even going to the level of installing "failsafes" (i.e. boobytraps) in the new systems to blackmail the locals into submission.
 
Originally posted by Kurega Gikur:
what exactly is a "doomed world"
That's Hard Times term for a world that has no means for self-sustainance without significant external trade; in the post-Rebellion conditions of Hard Times, such a world will be unable to maintain its population on the long run. The doomed worlds are typically low-population, low-technology worlds with inhospitable environments.

Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Employee 2-4601:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1.
I'm not sure that such worlds should automatically become colonies, especially if their saviours are reasonably liberal. Even if they do, there might be colonial administrations other than type 6, like technocracies.

Or is this referring specifically to your ATU? I know your rule would actually apply IMTU, but that's because the dominant pocket empire is a repressive police state.
</font>[/QUOTE]The way I see it, most post-Hard Times polities, even the more democratic and well-meaning ones, will be somewhat heavy-handed; harsh times often force people - even ones with good intentions - to take harsh measures.

And even the most libertarian economical/technical aid mission to a doomed world is going to be the body responsible for maintaining the most important thing on that world - life support - and will have have significant influence locally, atleast until things stabilize. Sure, some polities will strive to keep the locals politically independent, but true political independence cannot really be achieved in most cases without some degree of economical sustainability.

So a democratic "savior" is probably going to keep the local government independent in most matters, but will call shots in certain matters (such as using the "saved" world as a military/naval base against an external threat, giving advice on economic decisions and so on) and will informally and even unintentionally influence the locals simply by controlling their lifeline.

A totalitarian "savior" would simply use its stranglehold on the local life support and economy to sieze absolute control of the "saved" world, even going to the level of installing "failsafes" (i.e. boobytraps) in the new systems to blackmail the locals into submission.
 
So these marginal systems become even more marginal. Wages are depressed, cost of consumer goods goes up the “Angel” world just mines the doomed for cash. Oooo sounds like a situation ripe for insurrection!
 
So these marginal systems become even more marginal. Wages are depressed, cost of consumer goods goes up the “Angel” world just mines the doomed for cash. Oooo sounds like a situation ripe for insurrection!
 
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