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CT Empires: Care and Feeding

Jeffr0

SOC-14 1K
Originally posted by Sigg Oddra:
Flynn, that's an interesting question, and an interesting thought experiment.

Say you start with one high pop world at TL9 with a type A starport (Earth circa 2100AD ;) ). There are no alien races out there, just empty worlds (ok they may have non-sentient lifeforms) ready for exploitaion and colonization.

How do you go about exploring, exploiting, and then colonizing?
How long does it take to build a new type A starport further from home to extend your range?
How far from home do you build them?
How do you populate all the planets you discover? How quickly does industrialisation take?
How long to asvance in TL?
What happens when colonies start to demand independence?

It may deserve its own thread.
Striker has rules for calculating a world's GNP. Trillion credit squadron has rules for determining a shipyard's tonnage capacity. Both contain rules for exchange rates between worlds.

Are there any rules that address population and TL growth over time? (I presume "Pocket Empires" is our only hope...)
 
Originally posted by Sigg Oddra:
Flynn, that's an interesting question, and an interesting thought experiment.

Say you start with one high pop world at TL9 with a type A starport (Earth circa 2100AD ;) ). There are no alien races out there, just empty worlds (ok they may have non-sentient lifeforms) ready for exploitaion and colonization.

How do you go about exploring, exploiting, and then colonizing?
How long does it take to build a new type A starport further from home to extend your range?
How far from home do you build them?
How do you populate all the planets you discover? How quickly does industrialisation take?
How long to asvance in TL?
What happens when colonies start to demand independence?

It may deserve its own thread.
Striker has rules for calculating a world's GNP. Trillion credit squadron has rules for determining a shipyard's tonnage capacity. Both contain rules for exchange rates between worlds.

Are there any rules that address population and TL growth over time? (I presume "Pocket Empires" is our only hope...)
 
According to the OTU history, a thriving culture seems to advance in TL about one step per 300-350 years. Collapse of such a culture often drives down the higher TLs, effectively starting over at TL8-9, as the case may be.

TNE contains details regarding population growth over a period of decades, based on percentages of growth and such. That's been bandied about before, so hopefully someone will post the synopsis.

You will undoubtedly hear a lot of differing opinions. (I know I have, because I've brought this subject up before, several times.) In the end, you'll just have to go with the one you like the best for your simulation purposes. I myself have a model I'm working with, but it is not in a publishable form as yet. My model, however, works for me, and may not work for everyone. (It is based on the changes within the Gateway domain sectors over ~120 years, by comparing the 993 and CT/MT era UWPs.)

Wish I could be of more immediate assistance,
Flynn
 
According to the OTU history, a thriving culture seems to advance in TL about one step per 300-350 years. Collapse of such a culture often drives down the higher TLs, effectively starting over at TL8-9, as the case may be.

TNE contains details regarding population growth over a period of decades, based on percentages of growth and such. That's been bandied about before, so hopefully someone will post the synopsis.

You will undoubtedly hear a lot of differing opinions. (I know I have, because I've brought this subject up before, several times.) In the end, you'll just have to go with the one you like the best for your simulation purposes. I myself have a model I'm working with, but it is not in a publishable form as yet. My model, however, works for me, and may not work for everyone. (It is based on the changes within the Gateway domain sectors over ~120 years, by comparing the 993 and CT/MT era UWPs.)

Wish I could be of more immediate assistance,
Flynn
 
I've got Pocket Empires, and it's got lots of detailed rules, but they have a very abstract feeling.

GT:Far Trader has lots of interesting economic rules, but even it admits that it represents a vastly simplified model.

Starfire has some empire building rules, as well.

<soapbox>

I've long wished for such a "colonization/development" multi-world/sector scenario system that would exist as an integrated feature of Galactic or Heaven and Earth.

It would allow for development of interstellar civilization, and would advance by specified time periods, and would allow scripted events to occur by groups of hexes, or by polity (which is really just another group of hexes), with overlapping effects from all groups.

<sigh />

</soapbox>
 
I've got Pocket Empires, and it's got lots of detailed rules, but they have a very abstract feeling.

GT:Far Trader has lots of interesting economic rules, but even it admits that it represents a vastly simplified model.

Starfire has some empire building rules, as well.

<soapbox>

I've long wished for such a "colonization/development" multi-world/sector scenario system that would exist as an integrated feature of Galactic or Heaven and Earth.

It would allow for development of interstellar civilization, and would advance by specified time periods, and would allow scripted events to occur by groups of hexes, or by polity (which is really just another group of hexes), with overlapping effects from all groups.

<sigh />

</soapbox>
 
ROS,

To misquote Field of Dreams, "If you write it, users will come..."

The best way to get the things you want is to do them yourself, sadly, particularly with RPGs. You might consider writing up the method you'd want used, and then you might be able to get someone else to program it for you. If not, then you'd at least have it to do this by hand or to serve as a basis for your own programming efforts.

Best of luck,
Flynn
 
ROS,

To misquote Field of Dreams, "If you write it, users will come..."

The best way to get the things you want is to do them yourself, sadly, particularly with RPGs. You might consider writing up the method you'd want used, and then you might be able to get someone else to program it for you. If not, then you'd at least have it to do this by hand or to serve as a basis for your own programming efforts.

Best of luck,
Flynn
 
So you input a list of UWPs... mark some settings... hit the button... and voila...

And you get a UWP aging for n years out.

I can write it. (Maybe not in a languange/platform that everyone would agree on, but that's another story.)

Just tell me the rules and we can start playing with the numbers!
 
So you input a list of UWPs... mark some settings... hit the button... and voila...

And you get a UWP aging for n years out.

I can write it. (Maybe not in a languange/platform that everyone would agree on, but that's another story.)

Just tell me the rules and we can start playing with the numbers!
 
I myself have such an application, but it only covers ~120 year gaps, and it doesn't allow the scripted events features that RainOfSteel is looking for.

If he writes up the rules, I'm sure either Jeffr0 or myself can implement them, but the problem is coming up with the right rules.

-Flynn
 
I myself have such an application, but it only covers ~120 year gaps, and it doesn't allow the scripted events features that RainOfSteel is looking for.

If he writes up the rules, I'm sure either Jeffr0 or myself can implement them, but the problem is coming up with the right rules.

-Flynn
 
Christopher Thrash made this remark on a JTAS thread...

"Note also that (to the extent that TCS/Striker economics mean anything) the per capita GDP progression in classic Traveller is *very* flat: there is less than a factor of 4 difference in productivity between TL7 (Cr6,000) and TL15 (Cr22,000). This suggests that TTL15 should be only maybe TL10 in GURPS terms, not TL12."

Food for thought...
 
Christopher Thrash made this remark on a JTAS thread...

"Note also that (to the extent that TCS/Striker economics mean anything) the per capita GDP progression in classic Traveller is *very* flat: there is less than a factor of 4 difference in productivity between TL7 (Cr6,000) and TL15 (Cr22,000). This suggests that TTL15 should be only maybe TL10 in GURPS terms, not TL12."

Food for thought...
 
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