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T4 PE - suggested errata

Thats the interpretation I've chosen. But I couldn't find a referance one way or the other within the rules.

I'm making the changes in the year they ocour.

Barren planets are another good example. Why would you colonize one unless you get the extra resources.
 
Update

With the spreadsheet I now have, I've had two goes at starting solo games.

The first I stopped at turn one. The spreadsheet had done virtually everything. All I was doing for that turn was rolling to start Starport and Infrastructure improvements - both failed. That seemed a little underwhelming and left virtually no decision points on a turn by turn basis.

The second game I established a relaionship matrix. This one has lasted 3 turns and was semi-interesting. By turn three tho' rolling to improve relations on a dozen worlds over & over seemed a little tedious as well. It also lacked any response from other Interstellar big boys. I could see that without opposition I could take over peacefully much of the Sector fairly easily. Not very exciting tho'.

The next step is to automate the relationship matrix. Its a bit tedious doing it by hand and I may be able to get the entire Sector to interact. Wishfull thinking perhaps :)

I suspect I'm heading to a point where the only thing for me as a player to do is system improvements and fleet construction & control.

I may also need a faster laptop, 512 worlds worth of calcs slows things down a tad!
 
lol. It'll still be buggy & its by no means user freindly. At this point you would play with it, exclaim WTF & give up on it.

I intend to post it when its a little more polished and whatever else it needs (eg Interstellar relations & user instructions) is done. Or perhaps use it for a PbM game of some sort.
 
Matt, when you feel it's ready for release, I'd like a copy to host at Freelance Traveller - and if you could also write up an article for the magazine about developing it, that would be NIFTY.
 
No prob.

Last night I had fun with a calc intended to id worlds within j2 of each other, a very long calc developed in three parts & welded together. The fun part came after it had been debugged & I attempted to copy it across a grid 512 x 512, thats 262,144 copies of that long calc. The Page File balooned to 2 gig & the spreadsheet crashed multiple times...

I have a strategy to reduce the brute effort approach. But I've got several more calcs to make on this grid yet, It'll be interesting to see whether I can squeeze it all in.
 
Domestic Situation & Prestige

I commemented in this post my concerns that worlds with high popularity inevitably get large increases to Prestige through the Domestic Situation table.

The solution I have is threefold. First, don't rely on random 2d6-2 for Self determination. Second, use the Population characteristic as a negative DM for Popularity making it harder for Hi-pop worlds with low tech/infrastructure and making more draconian governance more effective on Hi-pop worlds. Third adjust the Discretionary Tax rate to get popularity into an acceptable generic range from 8 to 13.

These are the first two changes, I'll comment on the Popularity as a negative DM later tonight. Writing this note I realised I made the change and then got sidetracked with Discretionary Tax changes. I need to check the ramifications.

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.
 
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