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Dark Nebula Redux

Golan2072

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Four years ago, after purchasing the Classic Traveller and JTAS CD-ROMs from Far Future Enterprises, I encountered the Dark Nebula board game. This game depicted a proto-Traveller struggle for dominance between the Aslan and the Solomani. It showed an area of space similar to two adjacent Traveller subsectors. However, directions were reversed - the Solomani were to the Spinward of the Aslan - and the game used fixed jump routes instead of Traveller-style free jumps. Most stars on that map - except for the Aslan homeworld of Kuzu - did not appear in later Traveller publications.

The interesting thing is that Dark Nebula presents an interesting version of the Solomani-Aslan border region different from future depictions of the canon Dark Nebula Sector. Here was an opportunity - a proto-Traveller, quasi-canon setting ripe for the plucking. On one hand, this is the "Official" universe. This allows us to use the wealth of material presented by the Classic Traveller and JTAS CD-ROMs. On the other hand, it is non-canonical, so we need not be bound to the stifling limits of Traveller canon.

Andy Slack did design an excellent variant of this setting for Stars Without Number and Savage Worlds; I find his work inspiring, though I am probably taking a very different road than his in my version.

I toyed with this setting back then, in 2014. Now I got the urge to explore it once again.

My old map was cluttered; I added two unnecessary polities which made non-aligned space needlessly civilized. However, the basic conversion from board game maps to Classic Traveller maps still holds. Here we have two subsectors - Kuzu and Maadin - on the Aslan/Solomani border. Neutral systems abound as well, just as in the boardgame. There is probably some treaty in place between teh Solomani and Aslan, which created this frontier "buffer zone" between them. A treaty both intend to violate.

I wonder if Kuzu here, on the border, would be the actual Aslan homeworld, or will the real one - Kusyu - exist two or so subsectors to the Spinward?

War is inevitable.

But when will it break, and who will emerge victorious? This depends on many factors. Both sides now set their plans in motion in this deadly game of interstellar chess. Before launching an invasion, they first need to put their pieces in place and prepare well. In the meanwhile, "peace" reigns - the calm before the storm.

Both are eyeing the big prize: the Dark Nebula itself, its stars returned from beyond time and space, brimming with technological wonders - and untold horrors. Neither the Solomani nor the Aslan, however, dare send their fleets into the Nebula right away, as this will surely ignite all-out war - for which they are still preparing. Instead, they work by proxies, by mercenaries and "Stalkers" - (fool)hardy men and women who dare enter the Nebula in search of relic technology and dark secrets. Few return; but those who do bring back wealth and speak of wondrous phenomena and buried secrets.

Espionage, false-flag operations, Stalking the nebula, exploring the dangerous Neutral Zone frontier - the players have a sandbox brimming with opportunities to play in.

This is Proto-Traveller. Mostly Classic Traveller, Books 1-3/The Traveller Book, and anything I can cannibalize from other Classic Traveller adventures, supplements, and JTAS.

Most ships are small; however, the Dark Nebula board game calls for heavy transports each capable of carrying an armored brigade or an infantry division, and capital ships capable of carrying an infantry division each. This is definitely smaller than High Guard ships - the larger of which could carry many more soldiers; probably this will use Expanded Book 2 with ships going as large as 12,000 tons, probably sufficient for carrying infantry divisions.

But most ships would be small - the capital ships and heavy military transports are the exceptions, not the norm. Only huge corporate freighters plying the few core routes can sometimes reach such sizes. Most systems without Naval bases usually see ships at 1,000 tons or below.

Here is my new work-in-progress Dark Nebula map. I'll generate the starports and most bases later.

Dark Nebula 18-11-2018 by golan2072, on Flickr

A Note on Canonicity

Dark Nebula is not canon. I repeat: it is not canon in any way. It is vaguely set in the OTU, but in a variant OTU. Specifically, I use Classic Traveller material in a way suiting this particular variant. I sometimes use it in significantly different ways than in canon. I also place some adventures and other material set in Foreven, the Solomani Rim and the Spinward Marches in the Dark Nebula
 
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Dark Nebula Redux: the Long Night has Come!

Following a discussion online, I think I will go with the Dark Night for my Dark Nebula OTU variant, just as Andy Slack did. There are three reasons for this.

The first is that it appears that the Dark Nebula board game takes place during the Aslan Border Wars (-1118 to 380 Imperial, 3399 to 4898 AD) - or before them - most likely before the Imperial era, as it depicts a Solomani rather than an Imperial human faction. The small size of the Aslan(ic) Hierate on the Dark Nebula board game maps, near seemingly frontier neutral space, also hints at an early stage in Aslan interstellar colonization.

The second is to give me more freedom of play in this setting, most likely as a Solo game, by toning down the Space Nazi aspect of the Classic Era Solomani Confederation. The Classic Era Solomani make great villains, as in the Argon Gambit adventure of Classic Traveller fame, but a totalitarian or semi-totalitarian regime would yield itself to quite a specific type of game, while making other game-play styles more difficult to carry out. I can still have various elements of this regime present in my game, as I see aggressive authoritarianism - though not necessarily totalitarianism - as a thread going through Solomani history. Unlike the Vilani, who love a stable, placid state of affairs, Solomani value entrepreneurship - both private and governmental - in the economy and an aggressive push forward in the political sphere. The Interstellar Wars between the Terran Confederation and the Ziru Sirka accentuated these tendencies, as did the tragically heroic attempts to keep the ramshackle Second Imperium together. The Classic Era Confederation did not arise in vacuum.

The third is to allow a frontier. In the well-developed Classic Era, I'd expect thorough development of space within a few jumps from the Aslan homeworld of Kuzu, as given in the Dark Nebula. Even secondary and tertiary colonies will benefit from centuries of trade and development. This is especially true due to the trade routes between Aslan and Solomani. Trade brings prosperity, and prosperity tends to expand beyond the trade routes themselves. However, a century or three after the Aslan first reached to the stars, near collapsed Terran space, would present a frontier. The Aslan, hungry for land holdings, would eventually come into conflict with the less-collapsed Solomani worlds. Reverse-engineering Solomani technology, they will eventually rise to challenge the local Solomani pocket empire. Still, between the two pocket empires - the nascent Aslan Hierate and the resurgent Solomani Confederation (centered on Maadin) - a wide frontier will still exist, slowly developing as the two polities make their play.

So...

The Long Night has Come.

The Ziru Sirka, mighty empire of Mankind, ruled the stars for millennia. Suffocated by bureaucracy and drowned in a quagmire of bureaucracy, this magnificent culture was rotten at its heart. Its Terran conquerors, despite their heroic efforts, could not save it from its inevitable doom. Thus the Rule of Man - a bright light among the dark stars - fell into oblivion. Many worlds died in isolation. Others fell prey to raiders, pirates, and slavers. Chaos reigned.

These are the darkest years of Humanity.

The year is 3100 AD - later generations will call it -1419 Imperial. The 32nd Century has just begun.The Long Night reigns for 357 years. The Rule of Man is no more. But on the frontier, far from the worst parts of the collapse, a new candle flickers in the dark. A candle at Maadin, an old colony of the Second Imperium. With its rise from the ashes of the old empire, it built a confederation of nine worlds - the new Solomani Confederation, a name used by several successor states of the Second Imperium, and later to be used by the Classic Era Solomani state.

However, a new power arose to challenge the scattered human colonies of the Dark Nebula - a young alien species, proud Aslan. Entering the scene five centuries ago, the slowly rose from their homeworld to a union of several worlds - the Aslan Hierate. Its Trailing expansion, however, encountered human resistance from the various pocket empires of the day, and thus most of its colonial efforts are to the Spinward. Cold peace endures between humans and Aslan, distured by brief periods of warfare.

Now, once more, a war is brewing. The Solomani Confederation of Maadin thirsts for resources while the Aslan thirst for land; slow recovery from the initial collapse means that heavier military forces are once again available.

But as the two polities maneuver in preparation for war, the stars of the Dark Nebula, long absent, have reappeared. Now, they are the key for victory - or possibly the doom of both prospective belligerents.
 
Dark Nebula: some musings and considerations

More musings and considerations of my variant-OTU Dark Nebula setting.

First, I would like to move the date two centuries back to 2900 AD (-1619 Imperial). This will make the Aslan Hierate even younger, as appropriate for a frontier setting. So this might have "30th Century Role-Playing" as a tag-line. In the Core - near Terra and Vland - this is still within the "twilight" years. However, at the high frontier such as the Dark Nebula, the Long Night has come earlier.

There is no direct contact with Terra for over a century. Contact was sporadic since the collapse of the 2740's (-1770's Imperial). It slowly declined; today, in the 2900's, it is rare for news to travel all the way from Terra to Maadin. Even when it does, it is indirect. The communications lines and trade routes are dead. Maadin and the other colonies had to fend for themselves for a century and a half. Even before that, distance from the Core forced them into partial autonomy.

The Aslan had a slow start. They were initially at TL9 in 2520 (-1999 Imperial). Since this setting has no empty-hex jumps, this means that they could only colonize the Aslan Main. This chain of stars extends to some distance to the Rimwars-Spinward from Ikona. Contact with the scattered Solomani colonies did not provide rapid technological advance due to their underdeveloped state; for years, the Aslan used native TL9-10 technology, supplemented by Jump-2 and Jump-3 ships purchased from Terrans. When they developed TL11 and large-scale native Jump-2 capabilities, they have already put their major colonial effort along the Aslan Main. Ihatei expeditions began raiding to the Trailing, but by that time the Solomani have developed to a degree which made such efforts difficult.

There were many border conflicts between Aslan and Solomani. Most were minor skirmishes between a band of ihatei and local Terran colonists. The exception was the Great Aslan War (Aslan call it the Solomani War) of 2771-2779. This gave birth to the (Maadin) Solomani Confederation as a mutual defense pact of the better-developed Terran worlds against the Aslan in the absence of help from the Core. The War ended in decisive, but bloody, Solomani victory. The result was the Mizah Accords. These forced the Aslan to withdraw from Enjiwa and Pasar and set the majority of both subsectors as a neutral zone. Definition of "neutral", however, was vague, especially as far as Aslan are concerned. So far, this seemed to hold as a "gentlemanly agreement", with both parties limiting the scale of military activity in the neutral zone to a reasonable level. There were two larger conflicts in 2813 and 2877, but these did not escalate into all-out war and things returned to normal afterwards.

Now the drums of war beat once more, this time with a new generation of aggressive ihatei maturing on Kuzu with thirst for conquest to the Trailing and an increasingly authoritarian and militarist Solomani government eager to meet this challenge with laser fire.

The 30th century Solomani Confederation is small - a mere 9 worlds - but united under a strong regime. The Aslan have many colonies to the Rimward-Spinward, but are split along clan lines and do not present a united force. The would-be belligerents are an ambitious Aslan clan (I'll choose or generate a name later) and its new generation of restless ihatei and the Solomani Confederation.

Maximum tech level is 12; military ships are capable of Jump-3. Most civilian Solomani ships have Jump-2 as the Solomani lack a Main going out of their space. Aslan civilian ships sometimes have Jump-1 and service the Aslan Main. Independent colonies tend to have lower TLs, but most of these are not very habitable and thus require some technology (often TL7) to survive.

There are Starport-A's only on three worlds: Maadin, Mizah, and Kuzu. There are a handful of Starport-B's as well. The rest is the high frontier.

As of the Dark Nebula itself, the stars within it disappeared 200 years ago, in 2686; then suddenly reappeared in 2898. They were colonized by a large research institute before the rest of the Maadin subsector, and are rumored to hold extremely high technology developed by that institute. However, there are far, far worse things there than renegade scientists...
 
Dark Nebula: Accelerando, Research Unit #72, and origin of the Dark Nebula

How did the Dark Nebula Event come into being? The answer is in the waning years of the Rule of Man, when paradoxically, science developed in a feverish, accelerated pace. This was the Accelerando - a blossoming of a hundred strange flowers of weird science while interstellar society crumbled around them.

This had several reasons. Chief among them was lax - often non-existent - government ethical oversight. Any kind of research was possible, including the most bizarre and inhuman experiments. Another was the rampant corruption and inefficiency of the late Rule of Man. Local officials - often junior naval officers in their origin - had unchecked power and little experience in politics. The well-connected or manipulative scientist could often convince the official (or "Noble") in charge to dedicate vast sums to research which will "save the Imperium". Simpler graft and embezzlement were also common. With little or no regulation and easy access to ill-gotten funding, science could take roads never thought of in the past. Cybernetics, machine intelligence, human gengineering, trans-dimensional travel, psionics - all were on the table.

One such group was Research Unit #72. In the early 28th century, they set up shop on the extreme Spinward frontier, near a young colony named Maadin. They chose five stars within a nebula as their abode, far from the prying eyes of whatever remaining Imperial authorities. There, they tried to develop technologies which will - so they claimed - save the ailing Rule of Man from its inevitable collapse - artificial intelligence, cybernetics, genetic engineering, and, especially, new technologies for interstellar travel and, theoretically speaking, communications.

The latter technology reached a place that even the great scientists of the much later 3rd Imperium were unable to replicate, but at a price. On November 3rd, 2747 AD (-1771 Imperial), The Event occurred. Experimental stationary jump-transmission coils on the world known today as N3 fired as part of a planned experiment. But they caused an unexpected effect. In an instant, all five star-systems of the Dark Nebula were torn from their place in the Space-Time Continuum, and hurled, through space and time. For a whole year, local time, these systems were in limbo - disconnected from our universe. But then they burst back into Real Space - 145 years later in Real Space dates after their disappearance. For that time, the Nebula was a dead zone - an area of space where no solid bodies could be seen, and where anomalies in the Space-Time Continuum endangered any ship entering that space.

In August 2892 AD (-1626 Imperial), suddenly the N4 star of the Dark Nebula appeared on the horizons of Taida Na, re-lighting the old cloud. By 2900 AD, these stars appeared in the skies of Osa, Salia, and Kov as well. Soon enough, rumors have reached both Solomani and Aslan ears that the worlds of the Nebula, hinted upon in legend, are back. And now, their technological treasures are ripe to the plucking, though still ripe with Space-Time Continuum anomalies, mutated animals, crazed survivors and a mad, mad AI.
 
The beauty of using a quasi-OTU, yet "not really canon" such as my Dark Nebula setting is that I can easily use OTU material without being too stringent about its canonical timeline and location.

My intention is to transplant various OTU materials into the Dark Nebula. I won't touch the "big canon" Spinward Marches ones such as Twilight Peak and Secret of the Ancients, but there are various local adventures set in Foreven or even at the Marches which would be easy to move to the Long Night's Dark Nebula. Possibly even Chamax/Horde, though this will require setting aside a precious (rare in this area of space) habitable world for a low-tech colony...
 
Are you going to keep jump lanes instead of regular jumps until the secret of plotting undefined jump points is discovered in the Nebula?
Jump cassettes and trade lanes from CT 77 fit right in with this.

I have dabbled with early jump drives requiring extensive system data before a jump can be attempted - this could take years to collect from a adjacent system or an STL mission could be sent but that too takes years to make the round trip and survey the system.

Limited data from an adjacent system makes the initial jump very risky - the data from an STL mission makes the jump much more reliable.

Even then the jump is plotted from star to star rather than aiming for a planet or gas giant (that comes later). Insystem jumps are still possible thanks to the greater amount of data gathered for the system.

Once the route has been mapped and jump ships made the journey the new trade lane is declared open.

The discovery to be made in the Nebula are the new physics and maths that makes plotting a jump much more accurate and reliable even with the more limited data of adjacent system scans.
 
I think I will go with standard LBB2 jumps, though potentially this will need jump tapes (or the Generate program?). That won't be a problem with well-known systems, but jumps on the frontier and beyond would be more difficult. I'll possibly simply add a significant -DM to jumps without a tape . That is, a much higher risk of misjump.
 
An ideal setting for jump rutters :)

Jump cassettes for established trade lanes - the generate programme could be one of the treasures to be found in the Nebula.
 
On the other hand, most of the region was mapped and colonized a few centuries ago at the height of the Rule of Man, so some records still exist... But are inaccurate. So travel to remote worlds is dangerous due to the increased chance for misjump.
 
Back to the Nebula!

I've written much about the Dark Nebula, both in 2014 and in 2018. However, this setting evolved in the meantime, and it is high time to present a coherent, consolidated setting overview. I have also made some changes to the setting, reflected below.

Real-world work constrains permitting, I will continue developing this setting on this blog in the following days and weeks for your enjoyment and for my own (prospective) Solo game.

The Long Night has Come.

The Ziru Sirka, mighty empire of Mankind, ruled the stars for millennia. Suffocated by bureaucracy and drowned in a quagmire of bureaucracy, this magnificent culture was rotten at its heart. Its Terran conquerors, despite their heroic efforts, could not save it from its inevitable doom. Thus the Rule of Man - a bright light among the dark stars - fell into oblivion. Many worlds died in isolation. Others fell prey to raiders, pirates, and slavers. Chaos reigned.

This is the darkest hour of Humanity.

The year is 2900 AD - later generations will call it -1619 Imperial. The 30th Century has just begun. The Long Night reigns for 157 years. The Rule of Man is no more. But on the frontier, far from the worst parts of the collapse, a new candle flickers in the dark. A candle at Maadin, an old colony of the Second Imperium. With its rise from the ashes of the old empire, it built a confederation of nine worlds - the new Maadin Confederation.

However, a new power arose to challenge the scattered human colonies of the Dark Nebula - a young alien species, proud Aslan. Entering the scene five centuries ago, the slowly rose from their homeworld to a union of several worlds - the Aslan Heir ate. Its Trailing expansion, however, encountered human resistance from the various pocket empires of the day, and thus most of its colonial efforts are to the Spinward. Cold peace endures between humans and Aslan, disturbed by brief periods of warfare.

Now, once more, a war is brewing. The Solomani Confederation of Maadin thirsts for resources while the Aslan thirst for land; slow recovery from the initial collapse means that heavier military forces are once again available.

But as the two polities maneuver in preparation for war, the stars of the Dark Nebula, long absent, have reappeared. Now, they are the key for victory - or possibly the doom of both prospective belligerents.


A Note on Canonicity
Dark Nebula is not canon. I repeat: it is not canon in any way. It is vaguely set in the OTU, but in a variant OTU. Specifically, I use material and even CT adventures in a way suiting this particular version of the setting, sometimes in ways which are very different than those of canon. That is, some adventures set in the Solomani Rim, the Spinward Marches, or Foreven are placed on this Dark Nebula map, and so are a few alien species, locations, and artifacts.
 
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I've been thinking about Dark Nebula recently.

Each game is played on a random map - space itself it rearranged between games - so which one is canon?

Here's a thought - within the Dark Nebula, the secret alien repository of knowledge contains one final 'gift'...

T5 reality manipulation technology.

The artifact continuously remakes the galaxy within this sector...
 
I dig what you are doing -- I think the concept, canon or not, has tons of potential. I've had a lot of fun tinkering with my own version of Dark Nebula during the Long Night.
 
I've been thinking about Dark Nebula recently.

Each game is played on a random map - space itself it rearranged between games - so which one is canon?

Here's a thought - within the Dark Nebula, the secret alien repository of knowledge contains one final 'gift'...

T5 reality manipulation technology.

The artifact continuously remakes the galaxy within this sector...
I like your idea; my approach is different, but that would be a very cool campaign. Especially f space rearranges itself periodically!

In my case, I placed the Solomani in the upper right corner, the Aslan in the bottom left corner, and arranged everything else to taste.
 
I dig what you are doing -- I think the concept, canon or not, has tons of potential. I've had a lot of fun tinkering with my own version of Dark Nebula during the Long Night.
This is indeed great fun - my favorite corner of the (qausi-)OTU.
 
Dark Nebula 2900 AD - Ships and Technology

Following my continued interest in the Dark Nebula OTU variant, I was thinking about the setting's technological and space groundwork.

Highest sustainable technology for both Aslan and (local) Solomani is TL11. The Rule of Man reached TL12, but Maadin and Mechane - the most advanced local human worlds - were frontier colonies. Once cut off due to the 2nd Imperium's collapse, they were left to their own devices and had to rely on the less advanced local frontier manufacturing capacities. There is TL12 gear around - but is decades old. The reason I lowered sustainable technology is mainly to make space "topography" matter - at J-2, there are far more "choke points" which you have to pass to reach your enemy, and the Dark Nebula offers such a route as well. At TL12, with J-3, everything becomes easier, too easy in fact, and "topography" matters far less. Without the Dark Nebula, there is only a single J-2 route between the prospective belligerents, so control of the Nebula will allow circumventing defenses and choke-points.

Of course, the Dark Nebula has TL12+ artifacts, sometimes reaching up to TL16. Most in working order as subjective time in the Nebula during its "jump" was quite short. Exploring the nebula is key for rapid technological development, which, in turn, is key for victory in the upcoming wars.

This will probably be a "quasi-small-ship" universe. The Dark Nebula board-game calls for large ships, such as transports capable of carrying an entire ground forces division. However, their number is sharply limited by local production capacities. I will probably use Trillion Credits Squadron for the main combatants. However, apart from the major combatants (quite few in number - you get 40 RUs to start with and a Strike Cruiser costs 10 RUs, for example), everything is below 5000 tons and can use The Traveller Book/Starter Traveller rules. I will check TCS for more details later, but again - no huge fleets of tens of multi-kdton battlecruisers here.

I might use either High Guard or "Expanded" Book 2 for the bigger ships; the "Expansion" allows ships of up to 12,000 tons by logically extending the Book 2 drive table. If this will be sufficient for transporting an armored brigade or an infantry division - I will use this. Otherwise - I will use High Guard.

I'm using High Guard jump drive TLs in this setting: J-1 at TL9-10, J-2 at TL11, and J-3 at TL12.

There are no empty-hex jumps in this setting, again - to maintain space "topography". Also, no "Jump Torpedoes".

Otherwise, expect standard Traveller technology peaking at TL11 outside the Nebula (and up to TL16 inside it) - grav/cars, grav-tanks, fusion reactors small enough to power a vehicle but not compact enough to power personal plasma weapons. Cybernetics exist outside the Nebula but are uncommon; inside the Nebula you can find cyborgs and all sorts of cybertechnology. No AIs or sentient robots outside the Nebula, but one fully sentient (and mad) AI ruling at least one world inside the Dark Nebula itself.
 
The Last Ship from Terra

The last ship from Terra arrived in 2780. A battered merchantman, bearing the telltale marks of laser fire and missile impacts, haphazardly held together by crude frontier repairs. Its hardy crew embarked from Terra in 2762 and slowly traded their way to the Spinward. There they hoped to reach stars less affected by the general collapse of the Rule of Man. Indeed, they found Maadin - with its still-functional economy, cut off from the collapsing 2nd Imperium.

They brought tales of untold horrors closer to the core. Interdependence between well-developed worlds caused mass famine once trade relations broke down. Entire worlds, inhospitable to maintain human life without external shipment of spare parts and supplies died even faster. In the absence of government, pirates and raiders ruled space. Slavery reared its ugly head. World turned upon world in a scramble for dwindling resources. Worlds blamed each other for piracy - in some cases with good reason - and waged wars, destroying their already meager fleets and making way to piracy even further.

The Rule of Man was gone, replaced by Chaos. The merchantman's crew spoke of a dark Night descending upon once-prosperous space. How long will this Night be? Probably very long - as the wounds suffered by Known Space economies will take many decades, or even centuries, to heal. Will anyone ever replace the fallen Imperium with a government of Law and commerce? From the crew's description of dying Imperial-Terran space, this sounded improbably in the foreseeable future.

Regular communications with New Libdis, the titular Dark Nebula Sector Capital, have been intermittent as well, through free traders and the occasional Scout craft. Courier services had collapsed decades ago. Despite the growing Aslan threat, New Libdis has no ships to spare. Neither does it have resources or funds to send to Maadin.

The Rule of Man was dead.

We were on our own.

But it took that battered Terran freighter for us to understand this.


- Klara Semonova (2887). History of the Maadin Confederation, p.12. Confederation Historical Society: Maadin.
 
Dark Nebula 29-12-2018 by golan2072, on Flickr

I have made some progress in developing the astrography of my Dark Nebula OTU variant. I rolled UWPs for most worlds, except for the Aslan worlds and a potential Droyne world (I want to re-read both alien modules before I roll these worlds). You can find them HERE. It appears that the Dark Nebula setting has a lot of hellholes and marginally habitable worlds - perfect for frontier adventuring. There are also several habitable worlds, of course, but most of space is alien and not necessarily hospitable. I also jotted down a few notes from the UWP generation process, which you can see in the linked spreadsheet.
 
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