I am a big fan of the Importance extension, but have a few questions about the calculations.
The Industrial trade classification adds a +1 modifier to the Importance extension, and at first blush that seems to make complete and total sense. Industrial worlds would be natural economic centers and carry a tremendous amount of clout. But think about what worlds qualify for the In code under T5: High population worlds without breathable atmospheres. So consider the following two UWPs:
A: C665999-A Ga Hi Pr [no bases] { 2 }
B: C675999-A Hi In [no bases] { 3 }
Two virtually identical worlds, except one has a crappy tainted atmosphere and the other doesn’t. That tainted atmo makes world B qualify as an Industrial world and gives it an extra +1 to Importance.
But does this really follow? With all things being equal, the difference in atmosphere makes A a far more attractive world than B for settlers. Wouldn’t you rather put your capital on A, rather than B? At TL10, would an industrial world have to have a tainted atmosphere, presumably by pollutants? Wouldn’t TL10 green technologies allow them to have an industrial base and clean air?
If we allow the pre-rich trade classification to also give a +1 boost to importance, both worlds get an Importance number of 3, and world A with one more trade classification than B becomes slightly more important.
This brings me to my next thought: Using the number of trade classifications to determine capitals. Page 401 of T5.09 states, “When more than one world is of the highest Importance, the one with the most Trade Classifications is considered most Important.”
But not all trade classifications are created equal; some indicate significant limitations on the mainworld. Again, consider the following examples. All three worlds have the same importance score:
World C: A740988-C De He Hi In Po
World D: A74A988-C Hi In Wa
World E: A745988-C Hi In
In this example, the world with the fewest trade classifications is actually the most attractive one, and the world with the most is actually the least attractive. You could try to add penalties to classifications like De or He, but maybe an easier way would be to tweak the rule to say something like “When more than one world is of the highest Importance, the GM should choose which one is the most likely capital.”
Base Codes: Having a “Naval AND a Scout Base” or “Waystation” is worth a +1 bonus to Importance. But doesn’t this unfairly disadvantage polities such as the Solomani Confederation that don’t have a scout service or xBoat network or the equivalents? Should a Confederation mainworld with an army and navy base get a +1? Not sure how to fix this.
Travel Advisories: Shouldn’t travel advisories inform the Importance number? Interdicted worlds, cut off from interstellar commerce, should automatically be Unimportant. Maybe their Importance is capped at a maximum of 0, but could be lower. Even Amber Zone worlds should have diminished importance, though maybe this isn’t a significant enough effect to manifest in the Importance calcs.
The Industrial trade classification adds a +1 modifier to the Importance extension, and at first blush that seems to make complete and total sense. Industrial worlds would be natural economic centers and carry a tremendous amount of clout. But think about what worlds qualify for the In code under T5: High population worlds without breathable atmospheres. So consider the following two UWPs:
A: C665999-A Ga Hi Pr [no bases] { 2 }
B: C675999-A Hi In [no bases] { 3 }
Two virtually identical worlds, except one has a crappy tainted atmosphere and the other doesn’t. That tainted atmo makes world B qualify as an Industrial world and gives it an extra +1 to Importance.
But does this really follow? With all things being equal, the difference in atmosphere makes A a far more attractive world than B for settlers. Wouldn’t you rather put your capital on A, rather than B? At TL10, would an industrial world have to have a tainted atmosphere, presumably by pollutants? Wouldn’t TL10 green technologies allow them to have an industrial base and clean air?
If we allow the pre-rich trade classification to also give a +1 boost to importance, both worlds get an Importance number of 3, and world A with one more trade classification than B becomes slightly more important.
This brings me to my next thought: Using the number of trade classifications to determine capitals. Page 401 of T5.09 states, “When more than one world is of the highest Importance, the one with the most Trade Classifications is considered most Important.”
But not all trade classifications are created equal; some indicate significant limitations on the mainworld. Again, consider the following examples. All three worlds have the same importance score:
World C: A740988-C De He Hi In Po
World D: A74A988-C Hi In Wa
World E: A745988-C Hi In
In this example, the world with the fewest trade classifications is actually the most attractive one, and the world with the most is actually the least attractive. You could try to add penalties to classifications like De or He, but maybe an easier way would be to tweak the rule to say something like “When more than one world is of the highest Importance, the GM should choose which one is the most likely capital.”
Base Codes: Having a “Naval AND a Scout Base” or “Waystation” is worth a +1 bonus to Importance. But doesn’t this unfairly disadvantage polities such as the Solomani Confederation that don’t have a scout service or xBoat network or the equivalents? Should a Confederation mainworld with an army and navy base get a +1? Not sure how to fix this.
Travel Advisories: Shouldn’t travel advisories inform the Importance number? Interdicted worlds, cut off from interstellar commerce, should automatically be Unimportant. Maybe their Importance is capped at a maximum of 0, but could be lower. Even Amber Zone worlds should have diminished importance, though maybe this isn’t a significant enough effect to manifest in the Importance calcs.