I've seen slavery mentioned more than once but can not figure out how this increases the population, manpower, or technology level. Are you importing slave scientists?
CG,
Slavery, serfdom, and churldom were my ideas, not Hans'.
We've seen a tendency for those practices among post-collapse societies in
Traveller.
TNE is littered with slave holding societies for example. I was suggesting that some, not all, of the post-collapse polities on Knorbes practice slavery, serfdom, and churldom for two reasons.
The first is agricultural production. At TL2, unless you tie farmers to the land somehow you're not going to have sufficient production of foodstuffs to support substantial groups of "specialists"; workers like smiths, scribes, soldiers, and the like. Rome and other classical societies were able to support fairly dense urban populations and large armies because of slave-based agriculture. Slaves in other parts of the economy, especially mining, were an important factor too.
My second reason was the
most important and it has to do with "leveling" the players' perceptions. Hans' Knorbes setting will have the players landing at a new starport in a small nation on a backwards world. That small nation and her allies are eager to receive whatever help they can from off-worlders because they're being threatened by a larger, aggressive empire with a technophobic state religion. If your players are anything like mine were, the first thing they'd do is launch some sort of operation to help the smaller polities.
Aside from what an air/raft could do on a TL2 battlefield, I shudder to think of the hell a band of players in an air/raft could wreak across TL2 supply lines or the damage they could do to the infrastructure of a TL2 empire's capital city. Money for arms, especially against a TL2 opponent, wouldn't be as big a problem as it first seems either. A carbine costs 200 Cr and 100 rounds another 1000 Cr. You can outfit a thousand man regiment for slightly more than one million, a relative pittance when you remember the cost of things like starships, speculative cargoes, ATVs, and the like.
Finally, with the world now officially re-contacted, what's to prevent Cinnavane and her allies from paying mercenaries with land or mineral rights? There are canonical merc tickets in which the hiring party does just that. There's also no reason why megacorps or smaller businesses would subsidize Cinnavane's defense for certain consideration. Again, there are plenty of canonical examples of that. All those examples are why I felt Cinnavane needed to be "balanced" with regards to Karsten. There are just too many reasons for the players, the IISS, and many other third parties not to intercede in Cinnavane's favor.
I also find it very troubling that the Imperium itself, which has Marine detachments flying about in their own ships and Unified Army brigades readily available for long deployments, would fail to intervene to prevent the destruction of the polity it has recently recontacted by an aggressive, technophobic polity. When you remember one of the Imperium's concerns, that worlds should help defend the realm, allowing a technophobic polity to unify Knorbes while doing nothing borders on the strange, especially when the Imperium can do so much to a TL2 opponent with so very little. I can see the Imperium failing to intervene in time during a TL11 war involving bio-bombs aboard hypersonic ICBMs and SLCMs. I cannot see the Imperium failing to intervene in a TL2 war when the campaigning season is tied to the actual seasons and armies march 20km on a good day.
I don't believe there is a 'fundamental problem with Traveller's infamous ability to have TL2 worlds next door to TL15 worlds' because we already have a fairly wide range of tech levels right here on the same world.
Neither do I, mostly because I believe that the description of TL in the
rules is not the same as the description of TL in the
OTU setting.
Regards,
Bill