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T4 PE - suggested errata

Matt123

SOC-14 1K
In playing around with PE you cannot help but come head to head with problems. The causes vary from poor writing, to inconsistent use of table/variable lables, incorrect calculations, missing information/tables and eye popping concepts poorly expressed.

At its heart tho' the concepts behind PE seem to be sound and for the most part logical. As I have previously stated, it just needed another half dozen really aggresive edits and a reduction in word count by about 30-50%.

Whilst I'm enjoying myself playng and editing PE for my own use, I figure I may as well post my edits and house rules intended to fill the gaps. My background in critiquing rules is 10 years on the front line with GW listening to gamers and pulling apart rules, followed by 3-4 years running Battlefront Miniatures and being heavily involved in editing Flames of War and supplements. I have one of the two Editor credits in those rules, at least in FoW v 1.

Feel free to use or criticise these efforts. I'm not expecting a lot of interest tho', but I know someone will find this of use, at least as a starting point for thier own efforts.

For clarity, I define errata as the correction of existing text. Often because of poorly expressed concepts or calculations that do not generate the expected effects.

House Rules, I define as new rules, text or calculations, whether intended to fill obvious gaps or not. For example missing tables or missing guidelines on changing your Worlds Government or Law Level.

I have reserved several of the next posts for my own use. I hate having to read entire threads to find the one bit I'm looking for. It also enables a common, changable list of current thoughts, errata & rules.

Enjoy & critique as you see fit.
But keep in mind that the starting premise, is that the original authors created something exciting & interesting behind the murky writing that is PE.

Cheers!
Matt
 
THOUGHTS


[FONT=arial,helvetica]Stuff that should have been more obvious starting out...
- Low Culture really inhibits infrastructure growth. The results of 2.5d6 range from 3 to 15. 4 is not a good target number...
- Minimum Infrastructure is buried in the Tech Advances section. Its not mentioned at all in the Economic section where Infrastructure is first created. Per the Technological Advancement table, should Lileda have a minimum Infrastructure of 6 or whilst TL 12 may be present at the B starport & the Vargr colony, the world TL is really in effect TL3 to match the Infrastructure...
- Don't start a low pop or even mid pop effort within j2 of a high pop world...

Hmmm

- I am kinda wondering why there are no rules for terraforming, given the scope of PE.
- Step 6 on the turn checklist, refers to "External PE Random Events table". No such table appears to exist. The "PE Event table" mentioned on pg 79, appears to relate to step 9 on the checklist. Solved, an example of a complete disconnect between table titles & the checklist.
- No "Alien Race table", refered to in setting up worlds.
- World Character (pg 31). Having established this, I find there are no rules or guidlines for changing or updating them. Bit odd, considering Culture & Self Determination can both change. (some guidence pg 26 "Reactions of the Mases")
- Diplomatic actions seem to generate pretty extreme results for little effort. The ideas seem sound, the results seem coarse.
- Inter world relationships are not really impacted by random events or failed Unilateral/Bilateral tasks.
- Merging two worlds via the Bilateral Merger task, shows the initial domanent parter is established by d6 + Prestige. But.. changing the dominant partner is not discussed.
- How long before the 3I turns up? Answer or guidline may be in Miliu 0.
- Assassination survival task doesn't make sense. Refered to by World Event (7) & Pocket Empire Event (2) tables.
- The Domestic Situation table, gives +1 Prestige on a 24+ result (popularity + d6). I have a pop 1 world with 22 popularity, gaining +1 Prestige 5 years out of 6. All the Unilateral tasks, including warfare use Prestige as a base. Within 10-20 years this pop 1 world can take on and defeat Hi-pop Hi-tech worlds.
[/FONT]
 
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TURN SEQUENCE

Turn Checklist - Aide Memoir
A work in progress.

4. Spend Budget (more logical start to the year, but dropped as I found myself spending as I go.)
5. Plot Action (why? dropped till I find a reason for it)
6. Pocket Empire Events (pg 79)
- 11+ (on 2d6). Refer to PE Events table (Chapter 7 tables, roll 2d6)
7. Political Events (pg 65, Chapter 7 - Expanding theEmpire)
Unilateral meta-tasks
- Survey World 1. Determine UWP
- Survey World 2. Determine EE
- Settle Uninhabited World
- Military Offensive (Abstracted)
- Subversion Offensive
- Spying Offensive
- Media Offensive
- Trade Offensive
- Corporate Offensive (pg 69 descriptive fluff, pg 71 meta-task DM's for the task, pg 73 the actual Corporate Offensive task)
- Technology Offensive
- Political Offensive
- Religious Offensive
- Aid Offensive
- Blockade Offensive
Bilateral Tasks
- Improve Relationship
- Form Marrage Alliance
- Merge two Worlds or PE's
8. Military Activity
9. World Events (pg 63)
- check for every PE world. 11+ (on 2d6). Refer to World Event table (Chapter 6 tables)
10. Internal PE meta-tasks
Annual

- Infrastructure improvement (pg 47)
- Starport improvement (pg 50)
- Technology improvement (pg 51)
- Population increases (pg 54) (Pop Change Factor = (1d + R + I + T) / (Labour + Pop multiple) ) (Chapter 5 tables)
- Assign Lieutenants (pg 58)
- Marriage arrangements (pg 59)
- Assign Peace-Keeping Forces (pg 59)
- Self Determination manipulation (pg 59)
11. Domestic Situation
- Recalculate each worlds Popularity (pg 55)
- Check Domestic Situation table (1d6 + popularity + Peace Keepers) (pg 56, Chapter 6 tables)(pg 59, Peace Keepers)
- Resolve any Domestic problems
12. Update stats
- New Miltary Units are available in thier construction systems
- Adjusted World stats are now effective (eg: Pop, TL, Infrastructure, Govt, Law Level, etc)
Recalculate PE Characteristics (Pg 29)
- Total PE Population code (pg 29)
- PE Worlds code (pg 30, Capter 3 tables "Size Code")
- PE Military Power code (pg 30, Chapter 3 tables "Size Code")
- PE Economic Power (pg 30, Chapter 3 tables "GEP Code")
- PE Prestige = (Ave Popularity of member worlds + Pop code + Worlds code + Military code + Economic code) / 5 (pg 30)
10 Year Tasks - Aide Memoir (Spread through the rules)
- Culture drift (pg 52)
- Self Determination drift (pg 59) (Change = 2d6 + LL - current SD) (Chapter 6 tables)
1. GWP for each World
- apply any costs or benefits incured in the turn so far (PE & World random events and meta tasks, plus the Domestic Situation table)
2. Tax each World
- calculate Basic Tax rate (pg 43, Chapter tables "Base Tax Rate")
- calculate Social Tax rate (pg 43, (Law Level + Culture)/100) )
- Set Discretionary Tax and establish Tax Rate (pg 43, Basic + Social + Discretionary = Tax Rate)
- Calculate each Worlds Tax take (pg 45, (Tax Rate * GWP) )
3. Budget Surplus / Deficit for each World
- Establish Civilian expences (pg 45)
- Establish Military expences (pg 45, Maintenance * Admin Factor (pg 46) * Govt Type mod (Chapter 4 tables "Governmental Expence")
- Determine surplus or deficit
- Transfer surplus RU's to the PE Treasury
 
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[FONT=arial,helvetica]ERRATA


Planetary Demand (pg 37. Delete the entire page. Keep the side note on Rounding.)
This is one of the most convoluted pieces of rules writing I have come across in a long time...

The suggested re-write is;

To establish Planetary Demand (Total Demand), establish first the worlds Base Demand. On a low population world of Pop 0-3, this will equal the population code. The population is likely a resource exploitation unit, for example a mining or farming community. On most worlds, the Base Demand will equal the worlds resources level. On worlds with infrastructure greater than resources, Base Demand will equal the worlds infrastructure level.

To establish Total Demand, cross reference Base Demand with a 2d6 roll on the “Total Demand” table, using the DM's listed on the table for population and culture.

Planetary Demand = Total Demand


Resource Trade (pg 38. Delete the entire page.)
Hand in hand with the Planetary Demand text & equally convoluted.

The suggested re-write is;

Resource Trade assists with raising the GWP of any planet where there is a surplus or deficit of resources. It both cases the world GWP will increase due to the extra economic activity over and above the worlds total demand.

To establish the level of resource trade, first check for high levels of Infrastructure reducing available Resources. Then establish the volume of Imports/Exports.

In most cases Infrastructure maintenance will not be a factor. But Infrastructure maintenance can be very high where the worlds Infrastructure and Total Demand both exceed the worlds Resource level. (ie: Infrastructure > Resources AND Total Demand > Resources )
The amount of resources needed to support the excess infrastructure in this circumstance depends on Total Demand.

  • Reduction in Resources = Total Demand – Resources
  • Resources available = Resources – Reduction in Resources

The level of resource trade is established by;

  • Imports/Exports = Resources available - Total Demand
Where a positive result denotes Exports and a negative results shows Imports. If negative, drop the – sign, (ie: use the absolute value or multiply by -1). (eg: Resources 6 - Total Demand 8 = -2, or Imports of 2 resources; note the positive value.)

We now know the level of Resources available to satisfy Total Demand and the level of Imports or Exports that are present.


Base Gross World Product (pg 40. Delete the entire page.)
Fairly well written. I've moved adding Import/Export benefits here because the benefit table is intended to reflect the impact on GWP, not the actual volume of Imports/Exports in Resource Trade.

The suggested re-write is;

The Base Gross World Product (GWP) is a measure of the wealth-generating economic activity occuring on the world. For the purposes of Pocket Empires, we will assume the factors consist only of resources (raw materials) and the labour, technology and infrastructue to gather those resources and process them. Later we will cover the effects of interstellar trade and interstellar demand, which will modify the base GWP.

GWP is figured in Resource Units (RU), an abstracted valuation used within the structure of Pocket Empires. The formula is;

  • Base GWP = (RE * LF * I) / (C +1)
RE = TL * 0.1 * ( Total Demand + Import/Export benefit )
Import/Export benefit = Import or Export level * Resource Trade Benefit table multiple.
LF = Labour base from the Labour Base table * Population Multiplier
I = Infrastructure
C = Culture

Resources Exploited (RE) is a representation of the worlds resource use, including benefits gained from imports and exports. Multiplied by the Tech Level * 0.1 to reflect technologies increasingly efficient use of those resources.

Import/Export benefits exclude profits lost in trade and transportation and will fluctuate from year to year. The Import/Export benefits are established by rolling 2d6 on the Resource Trade Benefit table and multiplying your Imports or Exports by the appropriate Resource Trade Benefit.

Labour Factor (LF) uses the score on the Labour Base table, multiplied by the Population multiplier found in the Economic Extension. This reflects the portion of the population engaged in actual resource exploitation (Primary Industry).

[/FONT]Pg 29; Initial Self Determination
Random die roll creates many worlds in disarray.
Correct to: (Unity Characteristic + Govt Pluralism value + Law Level) / 3

Pg 43; Discretionary Tax
Governments adjust Taxes with a veiw to Popularity. In general if Popularity is high, the populations tolerance to higher taxes rises and the Government will tax and spend more. This trend is reversed if Popularity is low. Of course this is very a broad generalisation.
Set initial Discretionary Taxes, following these steps. It generates a Popularity within the range of 8-13.
1. Establish Popularity, assume Discretionary Tax = 0%
2. Set Discrestionary Tax Rate at; Popularity - (7 + 1d6). Note that Discretionary Tax can be positive or negative, adding to or reducing normal tax take.
3. Adjust Popularity; Popularity (from step 1.) - (Discretionary Tax Rate *100)
Players can of course adjust Discretionary Taxes at any time, but this ensures the Sector Population is largely content with thier lot.

Pg 59; Self Determination Drift
Correction to calc. [FONT=arial,helvetica]Change = 2d + Law Level - Current Self Determination[/FONT]
(ref http://www.travellerrpg.com/CotI/Dis...d=1#post344568 post 32)
(used from Turn 10 on)

Chart, Chapter 6 "World Event"

"6 Major space accident. Interstellar Demand Modifier (to GWP) drops to 0.8 next turn, -1 Popularity."
Existing text mislables the modifier and the given 0 will result in World GWP of 0Cr

pg 54; Population Change
Correction to calc. Pop Change Factor = (1d + R + I + T) / (Labour + Pop multiple)
(ref http://www.travellerrpg.com/CotI/Dis...t=21748&page=3 post 25 & 29)

pg 35; Generating the Economic Extention, Resources
Resources are responsive to Trade Classifications and Starport improvements. As a world develops, it will lose and gain classifications, losing and gaining any applicable Resource DM's. (eg: once a world is populated, it loses the Ba classification and gains 1d6-1 Resources). Infrastructure and Culture do not get the same treatment, they must be developed.

pg 36; Generating the Economic Extention, Infrastructure & Culture
A barren world (Barren worlds have no population) with infrastructure or Culture, is the remnants of a previous civilization (perhaps roads, usable buildings, monuments, art, etc). Delete the line "however, if the world truly has no population, Culture is always 0, of course".

pg 72; To settle an un-inhabited world.
Add to Success "Ba (Barren) worlds lose thier Ba code and add 1d6-1 to thier Resources."

First Survey
All unpopulated worlds (POP, Govt. LL, Pop multiple all = 0) have TL =0, Starport = X.
If tech or Starport facilities have survived the Long Night, they are in a bad state of repair, were built originally by a differant culture and are of limited use to an expanding Empire. Repairs will take as long and cost as much as rebuilding.

First Survey UWP's all duplicate the last two codes (Govt & Law Level). Keep the Govt code, roll up a new LL (2d6-7+Govt)
 
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HOUSE RULES


Government Change (not covered in the rules)
The ruler (player) may change government to whatever type preferred.

Task: To change World Government type
(Popularity/2) + DM's < difficult (2.5d)
Positive DM's:
Negative DM's: Differance between Self Determination and intended Govt Pluralism
Spectacular Success: As success, with + 2 to popularity and if applicable, +2 to relations with other worlds
Success: Government type change succeeds.
Failure: Popularity decreases by the diferance between Self Determination and Govt Pluralism.
Spectacular failure: The World splits into geographic regions and is now Balkinised (Govt code 7) into d6+1 states, the largest of which has the same Govt code as the world UWP. Generate individual stats for each state.

Task: To change PE Government type
(Prestige) + DM's < difficult (2.5d)
Positive DM's:
Negative DM's:
Spectacular Success: As success, with + 1 to popularity on all Worlds and +2 to relations with other worlds
Success: Government type change succeeds.
Failure: Prestige decreases by 1.
Spectacular failure: The Pocket Empire splits into d6+1 Empires, balkanizing the hi pop worlds if neccesary to achive d6+1 splits.

Changes to Law Level

Can be changed by 1 level each year without consequence.
If changed by 2 or 3 levels in one year, lose 1 or 2 Popularity points.
Changes cannot be greter than 3 levels per year.

On Establishing Initial Relationships

To suggest the text is confused is a bit of an understatement. Rather than pull apart the existing rules (PE Relationship chart pg74, First Contact pg 78) or describe the convoluted way I got the results I have. I will instead, based on this experience describe the steps I will take next time.


  1. Establish each worlds character and the average character score. (NB: text suggests this, whilst the example suggested the method I used. I felt too much conflict was generated by the larger -DM's.)
  2. Establish worlds of interest. All worlds within j2 of 'Home' and all worlds within reach of a second j2 (ie: reachable within two jumps). Repeat for any Hi-pop worlds within j4 of 'Home'.
  3. Establish relationship levels. (2d6 - differance between the two Worlds average World character)
  4. Worlds more than j2 apart should trend 4 points towards and not past, "4 No Established Relationship." (NB: increased from 2 to 4, creates far less relationships over j2 away and more of a blank canvas for the budding PE to expand into.) Worlds more than j4 apart are all at "4 No relationship established".
  5. Resolve a Unilateral task for each pair of systems at war, perhaps creating "Captive Governments".
  6. Delete all relationship scores for any systems that are now "Captive Governments". All relationships are now with the dominant world.
  7. Where a world or PE is subject to more than one War, Subversion or Political (levels 1-3) relationship, the worlds doing the "ganging up" improve thier joint relationship level due to having a common enemy, by +3, +2 or +1 respectively. Use the smalest applicable mod, start with War (+3) and adjust only relationship levels greater than the level currently being examined.
(ref: http://www.travellerrpg.com/CotI/Dis...t=21748&page=4 post 39)

Tally Unilateral Tasks
Keep a tally of tasks against each world by source.

pg 76; Bilateral Relation Building Meta-tasks
Change to task.
  • [FONT=Times New Roman, serif]Average PE relations with every world within j2 of the Target World + DM's < Difficulty
    [/FONT]
    • [FONT=Times New Roman, serif](Difficulty = +1 level Difficult 2.5d, +2 levels Formidable 3d, + 3 levels Staggering 4d)[/FONT]

  • [FONT=Times New Roman, serif]DM's[/FONT]
  • [FONT=Times New Roman, serif]Marriage ties [/FONT]
  • [FONT=Times New Roman, serif]Prestige difference[/FONT]
  • [FONT=Times New Roman, serif]Receptivity of TW to advances.
    [/FONT]
    • [FONT=Times New Roman, serif]Target Relationship level – TW Popularity[/FONT]

  • [FONT=Times New Roman, serif]Previous aggressive actions on TW or its neighbours.[/FONT]
    • [FONT=Times New Roman, serif]Sum of Unilateral actions taken by the PE against all worlds within j2 of the TW.[/FONT]
(Ref: http://www.travellerrpg.com/CotI/Dis...619#post344619 post 34)
 
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Matt,

There is an errata document floating around the web someplace and it may address some of the concerns you've mentioned.

Among other things, T4 is notable for the amount of web-based Hobby support that occurred during the development of it's various sourcebooks. When Imperium Games stumbled over it's own genitalia while finishing and publishing those sourcebooks, the previous web-based support meant that many people had possession of the better written and edited working copies Imperium Games somehow failed to use.

T4's version of FF&S is an example of this. The published copy was completely unusable thanks to repeated mistakes in the many formula it contained. The working copy, however, did not contain many of those mistakes and a Hobby-produced errata document was soon available on the web.

PE is much the same. While not as broken as FF&S, it definitely needed errata and the Hobby quickly provided it.


Regards,
Bill
 
I'll be very interested in seeing it, so far all Ihave found it errata for the core rule book. With luck someone will post a link.
 
Matt, I'd appreciate it if you could put these together as an article (or set of articles) for Freelance Traveller. This is absolutely the kind of thing that the magazine LIVES for...
 
lol. We'll see. PE's is pushing my buttons at the moment, but my attention span is notriously short.

Over the last few evenings I've been knocking up a spreadsheet to help with my second go at the rules. The bulk is done, just a few more bits to add & bug hunting.
 
Added to Errata above;

[FONT=arial,helvetica]pg 72; To settle an un-inhabited world.
Add to Success "Ba (Barren) worlds lose thier Ba code and add 1d6-1 to thier Resources."
[/FONT]
[FONT=arial,helvetica]
Ba worlds only get to roll 1d6-1 for resources, vs normal worlds getting 2d6-2. What gives a world its Barren Trade Code, is its complete lack of population, Govt and LL. All of which are supplied on successfully settling the world.

Arguably the extra resources will not all be discovered immediately. But for convenience sake and because the world is unlikely to fully utilise the added resources in any significant way for many years, the resources
are added immediatly.
[/FONT]
 
An issue I see with PE colonisation is that Mars wouldn't contribute to Earth's economy unless it was in another system

I house rule that any inner world can be a colony and it doesnt have any of the foreign investment penalties .... the outer worlds count via the GG & belt bonuses
 
An issue I see with PE colonisation is that Mars wouldn't contribute to Earth's economy unless it was in another system

Hmmm, interesting point. I'm inclined to accept that as part of the abstraction with rolled resources coming from all the planets in the system. It also avoids the neccesity of rolling up the entire system.

But while thats conveniant and keeps the focus on interstellar activities, its not neccesarily ideal. Definately worth pondering on.
 
World Character

I can't help but think there is a lost opportunity here. The idea of PE's measuring world character is excellent, even if it is a broad brushstroke over the population of an entire planet. Yet it is limited to providing colour only.

I am toying with the idea of connecting world character to world popularity or perhaps other important factors. For example tieing Progression to TL, say if TL exceeds Progression, -1 to popularity.

One of the drivers to running a planet then becomes optimising it to the populations expectations. With perhaps every 10 years having the opportunity to influence world character stats in the direction you prefer, at a cost & with a task resolution (similar to influencing Self Determination).

Just thinking out loud, possible relationships exist between;
Progession & TL
Planning & Culture
Advancement & Law Level
Growth & ??? (perhaps a GWP mod, with Enterprising worlds punching above thier weight? Would need something to balance it tho'.)
Militancy & Military size (Military Factors vs Population size. Or perhaps relative to neighbours within j2?)
Unity & ???
Tolerance & Starport (& perhaps a Interstellar Trade mod?)

I'm sure better relationships will exist, but thats my initial thoughts.
 
Domestic Situation & Prestige
I've pretty much finished my spreadsheet , baring the last hidden bugs. Currently I've got the Massilia Sector loaded up.

The spreadsheet does all the random calcs, the following stats would change on a reload, but the issue would still remain.

This version, the top 10 world Popularity stats range from 28 to 34. Putting this in perspective, the top of the Domestic Situation table is 24. At this point (sum 1d6 + Presitige) you gain +1 Prestige. In total, 61 Worlds of 512 have Popularity 23 or greater, gaining automatically +1 Prestige per turn.

As Prestige is used for all the Unilateral tasks, including abstracted military offences, at turn 30, 61 worlds will have Prestige greater than 30 and will be capable of taking over neighbours easily without buying militaries.

I might just drop the +1 Prestige bonus.
But I'll ponder on this, its a wee bit broken...
 
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>One of the drivers to running a planet then becomes optimising it to the populations expectations

unless of course you have a government type that just doesnt care about popular attitudes. Maybe a task for unrepresentative governments to ignore penalties for the turn ?

>61 worlds will have Prestige greater than 30 and will be capable of taking over neighbours easily without buying militaries

sounds like a definite case for new modifiers like:

-1 if target has GWP > 50% of yours, -2 if between -25 and equal, -3 if 0-25% greater etc
- absolute difference in culture
- difference in governments
plus maybe a tolerance modifier (which might be favourable if the target just plain likes other people)
 
>One of the drivers to running a planet then becomes optimising it to the populations expectations

unless of course you have a government type that just doesnt care about popular attitudes. Maybe a task for unrepresentative governments to ignore penalties for the turn ?

I haven't done anything with that line of thinking yet, still pondering.

I would think that over time popular attitudes would adjust to match that of the leadership. Tasks to facilitate this move may be a better option.

>61 worlds will have Prestige greater than 30 and will be capable of taking over neighbours easily without buying militaries

sounds like a definite case for new modifiers like:

-1 if target has GWP > 50% of yours, -2 if between -25 and equal, -3 if 0-25% greater etc
- absolute difference in culture
- difference in governments
plus maybe a tolerance modifier (which might be favourable if the target just plain likes other people)
Those won't be enough to make up the differance of +30 Prestige DM for one side and 50/50 its the side with the lower GWP that has the +30 DM...

The core problem is the yearly addition to Prestige.
 
I haven't done anything with that line of thinking yet, still pondering.

The core problem is the yearly addition to Prestige.

the official solution is to enforce this rule from the bottom of page 30

Prestige cannot be less than 0 or more than 15 (F).

which I find un-elegant. some way of creating a "we dont care if yer empire has 11000 stars, we just aint joiners" moments would be nicer
 
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the official solution is to enforce this rule from the bottom of page 30

Prestige cannot be less than 0 or more than 15 (F).

lol. thats what I like about doing this sort of thing publicly. I read that as applying to the Base prestige, not Prestige as a whole. Ta for the correction.

I'll put that +1 Prestige back in :)

which I find un-elegant. some way of creating a "we dont care if yer empire has 11000 stars, we just aint joiners" moments would be nicer
Within the Massilia Sector at least, I have 61 systems at the maximum Prestige out of 410 populated worlds. 15% of the populated worlds. I'm not sure what to make of that yet, but it helps to mitigate these concerns.
 
have been rereading PE but seem to have missed something:-

the starport / tradecodes etc affect resources etc initially ..... do you gain the modifiers when you upgrade ?

Im thinking the starport resource etc bonus would be immediate efficiency gains

the effects of the rising population cancelling your Lo or Ag code or giving you a Hi code probably should occur as well but maybe only in the 10 year step
 
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