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Polities of the Long Night

Since we do not have a comprehensive UWP set for c.-1776 (and probably should not attempt to make one) the TL12 question should remain a matter of campaign need. Jump 2 is enough for broad mobility across Imperial space, only becoming a concern in a few stellar neighborhoods. Terra and Corridor come to mind, but there are also some thin spots in what would become Julian space and near the Delphi Rift on the Ley/Fornast edge.

My assumption is that higher tech is much like the Rule of Corporate Projects: if you have more than a half dozen participants and less than a hundred, the outlook for success is not good. High tech during the Long Night will occur in either lone mavericks or the largest of polities, and probably won't stick for long.
 
Jump 2 is enough for broad mobility across Imperial space, only becoming a concern in a few stellar neighborhoods.
And where it IS a concern ... J2+2 (unrefueled) is certainly enough to link up "most" locations ... and can be done @ TL=9 using LBB2.81 standard drives (A-D).

The thing is, most of the interstellar merchant classes tend to be optimized for "maximal ticket revenues" (passengers+cargo) over the SHORT haul ... rather than optimizing for RANGE with a "good enough revenue from tickets" (passengers+cargo) to pay the bills while dabbling in speculative goods arbitrage along the way whenever opportunity comes a'knocking.

This fundamental difference yields a "very different slice of the market" for interstellar transport services, including different "market demand thresholds" in order to remain a viable business operation over the long haul.



And then there's the J3+3 (unrefueled) option ... which can be done @ TL=A using LBB2.81 standard drives (E-H). :unsure:



Getting to "faraway places" in a single jump is a convenience for most commercial traffic, rather than a necessity.
Courier services, where SPEED is the name of the game, are different, however. 😅
 
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