Liam Devlin
SOC-14 5K
Normally I'd post this there, but as this is a House rule e.g. IMTU, I'll put it here instead. We've been tinkering with the collapse process down below in the 1248 Bearers of the Flame playtest region.
One of the things that Elliot, and badbru and DED and I have kicked about are those worlds that survive all 118 years (1130-1248), yet do not look viable for life. Especially with no starport (or X-class). Another argument to the side for now.
[EDIT-Part I]
Now an old house rule I had based off of extrapolations in UWP went simply like this-
Minimum TL for survival = Pop digit 1. Every level of Tech after that, allowed +1 digit more. Applying MSP modifiers for planetary size and Hydrospheres allowed you to set for your Pocket empire, whose usual Wilds TL max might be 12/C , the maximum pop your PE could support reclaiming this world.
Planet Size
5-7 -1
1-4 -2
Hydrosphere
A -1
0-1 -2
Thus, if you were reclaiming/ recolonizing/ or had survived on a world where Life support is a MUST to get by..say airless world (atmosphere 0 or TL-7)
your UWP would look like this:
E100100-7
E100200-8
E100300-9
E100400-A...and so on, for a MSP of 6
at TL-C
E100600-C .
For New era, I used this for players working the salvage trade setting up/ or shuttling supplies to the boneyard/Cm/"Resource" worlds. Depending on the level of former pop the size of the work colony there.
Now worlds with trace atmospheres were cheaper to start on, as TL-5+ could get you by, right? But in the RC space "safe"/PE, From TL-7 to TL-2 [Spires]or TL-3 [Helios] there wasn't a member world at TL-5. So most projects of tis kind had to start at TL-7 [Lowest TL/ bidder].
So any Cm Ba world with atmospheres 1-3 would look like this:
E130100-5--Minimum TL for LS.
E130200-6
E130300-7
E130400-8
E130500-9
E130600-A-MSP maximum.
Lets take this to the PE's TL-C maximum now--a former major Shipyard Ba world/ lanthanum refinery /mining complex: You wish to reclaim this world and get it back to working order because--
A.- External enemies are threatening you [Vampire fleets, other Human Polities].
B.-Your PE is expansionist minded [RC, Solee, Sufren, others]
C.-Your Starship building/ repair depends upon it.
D.-You have unemployed masses who need the work.
Here i applied the rule again, +1 digit:
E130700-B
E130800-C
Now say Regency opens the frontier in 1202, and TL-D & E [13/14] comes to play.
E130900-D
E130A00-E.
As I ran RCES-Soleean regional campaigns, this did not come into play except as an example.Thus for New era rebuilding purposes tech level as well as numbers of starships played a crucial part in how a polity reclamed barren/ cemetery/ resource worlds.
ANd Salvage, Like any other business, works off contracts. And IN the expanding RC, lowest bidder in budget tight RCSA politics won every time.
Only in reclaiming worlds with B & C Atmopsheres were the expenses higher !
E1B/C0100-8--Minimum TL for LS
E1B/C0200-9
E1B/C0300-A
E1B/C0400-B
E1B/C0500-C--Wilds PE max TL usually.
One of the things that Elliot, and badbru and DED and I have kicked about are those worlds that survive all 118 years (1130-1248), yet do not look viable for life. Especially with no starport (or X-class). Another argument to the side for now.
[EDIT-Part I]
Now an old house rule I had based off of extrapolations in UWP went simply like this-
Minimum TL for survival = Pop digit 1. Every level of Tech after that, allowed +1 digit more. Applying MSP modifiers for planetary size and Hydrospheres allowed you to set for your Pocket empire, whose usual Wilds TL max might be 12/C , the maximum pop your PE could support reclaiming this world.
Planet Size
5-7 -1
1-4 -2
Hydrosphere
A -1
0-1 -2
Thus, if you were reclaiming/ recolonizing/ or had survived on a world where Life support is a MUST to get by..say airless world (atmosphere 0 or TL-7)
your UWP would look like this:
E100100-7
E100200-8
E100300-9
E100400-A...and so on, for a MSP of 6
at TL-C
E100600-C .
For New era, I used this for players working the salvage trade setting up/ or shuttling supplies to the boneyard/Cm/"Resource" worlds. Depending on the level of former pop the size of the work colony there.
Now worlds with trace atmospheres were cheaper to start on, as TL-5+ could get you by, right? But in the RC space "safe"/PE, From TL-7 to TL-2 [Spires]or TL-3 [Helios] there wasn't a member world at TL-5. So most projects of tis kind had to start at TL-7 [Lowest TL/ bidder].
So any Cm Ba world with atmospheres 1-3 would look like this:
E130100-5--Minimum TL for LS.
E130200-6
E130300-7
E130400-8
E130500-9
E130600-A-MSP maximum.
Lets take this to the PE's TL-C maximum now--a former major Shipyard Ba world/ lanthanum refinery /mining complex: You wish to reclaim this world and get it back to working order because--
A.- External enemies are threatening you [Vampire fleets, other Human Polities].
B.-Your PE is expansionist minded [RC, Solee, Sufren, others]
C.-Your Starship building/ repair depends upon it.
D.-You have unemployed masses who need the work.
Here i applied the rule again, +1 digit:
E130700-B
E130800-C
Now say Regency opens the frontier in 1202, and TL-D & E [13/14] comes to play.
E130900-D
E130A00-E.
As I ran RCES-Soleean regional campaigns, this did not come into play except as an example.Thus for New era rebuilding purposes tech level as well as numbers of starships played a crucial part in how a polity reclamed barren/ cemetery/ resource worlds.
ANd Salvage, Like any other business, works off contracts. And IN the expanding RC, lowest bidder in budget tight RCSA politics won every time.
Only in reclaiming worlds with B & C Atmopsheres were the expenses higher !
E1B/C0100-8--Minimum TL for LS
E1B/C0200-9
E1B/C0300-A
E1B/C0400-B
E1B/C0500-C--Wilds PE max TL usually.