Recently started a new Mongoose game, but using Pocket Empires from T4 to establish a new colony world as the starting point for a campaign.
This is set up to be a small scale near future one-way exodus to say Epsilon Eridani or Tau Ceti at TL 8-9 where the colony ships go forth into the darkness (with no other support) and arrive at a world that is Ba, but has native life, perhaps small animals, or some other biology where there is at least enough microbes and soil quality that farming could be done. Since the TL is 8, I'm thinking Gas Giants and belts might be mined with great difficulty, but it's there.
My problem is that the world in question is Ba, no population, thus Culture can start out as maximum of 1.
Most everything needed for the improvement rolls such as starport, etc. rely on
(Culture Roll), roll less than 2.5D
With the culture random drift, that might change by up to +1 or +2 every ten years.
the Pocket Emperor can push it, with a DM of +1 by spending RU.
But I am seeing (Okay, I might be doing this wrong, but) need I wait for 20 years and lucky culture drift rolls to even get from a Chance at a Class X to Class E Starport?
Ids there a better rules set or way to work out the numbers for this? it's for the backstory of a game set a few hundred years after the initial colony is established. I don't want to just handwave it, and I'd like to get some idea of the flavor of the challenges the initial colony had to go through to land, establish manufacturing, and a small starport.
Thanks for any responses. This is about the only place to go to get some answers for this.
- Merx
This is set up to be a small scale near future one-way exodus to say Epsilon Eridani or Tau Ceti at TL 8-9 where the colony ships go forth into the darkness (with no other support) and arrive at a world that is Ba, but has native life, perhaps small animals, or some other biology where there is at least enough microbes and soil quality that farming could be done. Since the TL is 8, I'm thinking Gas Giants and belts might be mined with great difficulty, but it's there.
My problem is that the world in question is Ba, no population, thus Culture can start out as maximum of 1.
Most everything needed for the improvement rolls such as starport, etc. rely on
(Culture Roll), roll less than 2.5D
With the culture random drift, that might change by up to +1 or +2 every ten years.
the Pocket Emperor can push it, with a DM of +1 by spending RU.
But I am seeing (Okay, I might be doing this wrong, but) need I wait for 20 years and lucky culture drift rolls to even get from a Chance at a Class X to Class E Starport?
Ids there a better rules set or way to work out the numbers for this? it's for the backstory of a game set a few hundred years after the initial colony is established. I don't want to just handwave it, and I'd like to get some idea of the flavor of the challenges the initial colony had to go through to land, establish manufacturing, and a small starport.
Thanks for any responses. This is about the only place to go to get some answers for this.
- Merx