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How To Build An ATU...

Traditionally I've gone with the Bottom Up approach, but this thread has convinced me that that isn't the best way. Instead, I think from now that I will use a mixture of Bottom Up and Hub and Spoke.

That way, it won't be such a nuisance when the PCs make a beeline for the edge of the map, which I've always found to be a reliable campaign destroyer.

In effect that means designing two subsectors - one around the starting world, which would hopefully be the site of most of the campaign, plus another subsector's worth of worlds to be placed as required in the Hub and Spoke manner.

Of course, it would be possible to cheat and resuse material developed for one world for another.

Bill's suggestion of sparsely detailing the neighbouring subsectors would tie in well with this. Heck, if need be you could even "map" the surrounding sectors in very general terms.

So you would have differing levels of detail, combined with a "library" of detailed worlds to be slotted in where required.

You could probably design worlds that aren't completely tied to a specific UWP, too, so you could make changes that would make it less obvious that you are reusing worlds. In other words, the PCs don't need to know that the C-424670-8 world they are on is exactly like what that D-300772-7 world would have been like if they had decided to go there. Of course, if they decide to go there later, you will have to play catch up, but hopefully you will have a bit of warning...
 
Originally posted by alanb:
Traditionally I've gone with the Bottom Up approach, but this thread has convinced me that that isn't the best way. Instead, I think from now that I will use a mixture of Bottom Up and Hub and Spoke.
Alan,

I've been thinking...

...which is always a bad sign!

We can grind out a sector's worth of UWPs easily these days. More importantly, we can print them easily these days too.

Hell, after taking a computer programming course in the Navy's 'College Afloat; program, I was grinding out LBB:3 UWPs on a KayPro-II in the early '80s. The trouble was printing the little buggers with a dot-matrix printer in any format that looked suitable!

Anyway, you can easily generate nine subsectors' worth of UWPs and then print them out individually. You then peruse them, select a subsector you like as your Paul Lynde, and then arrange the other eight subsectors around it. It's similar to the old Dark Nebula boardgame.

After that, it's Bottom Up again. You heavily detail the central subsector, make general notes about how it connects to the surrounding eight, and off you go.

Just a thought.


Have fun,
Bill
 
1 - Start small.
B - When in doubt, refer to Rule #1.
Damn spiffy.

Solar systems are HUGE.
Multiple polities and cultures can exist in one system.
Keep it local and let the players get a feel for the cultures of each world.
Unless they are nobles or you run freestyle with random encounters there is no reason the players should get out of the subsector by more tan a few parsecs.

What I do . . .
Ok this may seem a bit odd but if they go off the subsector map then they get a planet from the “box”. The box contains three or four detailed worlds that they WILL hit next. It is a dirty trick but this way no matter which way they go they hit a system I have worked up.
Systems X, Y and Z are also places where they will have enough encounters to keep them “on the map” so to speak until I can get stuff worked out for next time.
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Originally posted by Kurega Gikur:
What I do . . .
Ok this may seem a bit odd but if they go off the subsector map then they get a planet from the “box”.
Yeah. This is kind of what I was heading towards. The difference was that I had a somewhat bigger "box" in mind, which would hopefully allow a little more subtlety.

Of course, one thing you have to decide is how readily available navigational data is. Can the PCs can buy starmaps of the entire sector, or do they have to keep dropping in to the local starports to find out what worlds are nearby? Obviously the latter has advantages in terms of forcing the PCs to actually interact with the universe, but it isn't necessarily all that plausible in a genuine starfaring society.

This definitely requires a "big picture" map, and probably UWPs for at least the surrounding subsectors. But, I suppose, you don't really need much more detail than that, as long as your "box" worlds can cover you for a session or two.

Another thing that would be worthwhile would be to have some ship encounters prepared. At least one or two of these should be intrusive enough that the PCs can't choose to avoid them. This means that the PCs can't just slink around from Gas Giant to Gas Giant without visiting any actual worlds.

FWIW, I've found that the worst cases of "edge of the universe syndrome" occur when the PCs get into trouble with local authorities and want to run away. This, in turn, is usually a result of them engaging in random idiotic violence. And this in turn makes you wonder if you actually really want to play with these people at all. But what other choices do you have?

Hmm... so what we really need are some "random" encounters and a "box" of pre-designed worlds that can be used to flesh out randomly generated UWPs. That sounds plausible.

A good trick might be to categorise the worlds in the surrounding subsectors so that there is at least one world in the "box" that matches every possible world that can be visited. At worst you might have to tweak the occasional unusual world, or else actually make use of it in a "real" scenario.

Since a lot of sector generation software uses the standard 4x4 subsector grid it might be desirable to adopt it as a standard. Alternatively, you could use a 3x3 pattern, and simply choose the 9 subsectors you like the most out of the 16 that are generated, and shuffle them around the way you want them. And you would have a big reserve of worlds you can use to replace the ones you don't like.

Or whatever. You still need to do the big picture design the hard way, even if you don't need much detail.
 
The way I've built my ATU (the Solar Triumvirate) was done in a "top down" way of development. The idea was to go from the broadest strokes to smaller and narrower ones; thus, to have a "low-resolution" (to borrow a computer imaging term) image of the entire known part of space with several areas having progressively higher and higher focus.

First I've made the basic decisions: the basic historical background (Earth has recovered from a "little dark age" to re-conquer its old STL "sleeper ship" colonies), the technology desired (TL12 to limit jump ranges; limited "early cyberpunk" items for an atmosphere closer to Aliens than to, say, Dune) and the main polity's "style" (a militarist "strong state" similar to Israel and France in the 1950's, but with far stronger corporate influence). Also I've decided to make a relatively young TU with alot of under-developed frontiers. This all could fit into ONE paragraph and set the most basic underlying mood.

Next I've decided on the other polities (actually they've evolved during the next stage, but for clarity I'll seperate the two stages) in my universe, with one sentence describing each:
1) The Solar Triumvirate (a militarist "strong state" similar to Israel and France in the 1950's, but with far stronger corporate influence).
2) The Serpentis Quadrant Alliance (A radical, democratic "counter-culture" splinter-polity from the Triumvirate with strong anti-corp policies).
3) The Post-Planetary Matriarchate (A federation of post-humanist belter tribes).
4) The Consortium (Totalitarian corporate-military state in war with the Alliance).
5) The Coreward Autonomous Zone (A very loose association of less-developed worlds on the Coreward edge of the Triumvirate).

Next I've decided on MTU's history; for this I've used the "big event"/era method, i.e. define the key stages of the universe's development (first the stages and their order were determined, dates were decided upon later):
1) STL "sleeper ships" sent away from the Sol system.
2) World War III on Earth, followed by a slow and painful recovery period (called the Stagnation) while the colonies develop unhindered.
3) Establishment of the Solar Triumvirate between Earth, Mars and Cllisto (sp?); discovery of the Jump Drive; re-contact and conquest of the colonies.
4) The Triumvirate contacts the Matriarchate and tries to annex it; the Matriarchate resists - the Matriarchate War, the first large-scale interstellar war IMTU.
5) A few decades after the Matriarchate War, several worlds on the Spinward frontier (led by atleast two former "sleeper colonies") rise in the Insurrection against the Solar Triumvirate and form the Alliance; Several Coreward frontier worlds use the situation to secede (sp?) from the Triumvirate as well but fail to create a strong polity, creating the CAZ instead; when a cease-fire is signed between the Alliance and the Triumvirate, a few Triumvirate generals (backed by a few megacorps) who object to this agreement secede (sp?), form the Consortium and continue the war (although low-key due to economical reasons).

Now I went to build my map, starting with the Sol System and the former "sleeper colonies" - these are going to be the most developed worlds in a relatively young setting. The rest of the starmapping was done around them. The star locations were done by "mangling" Glise, i.e. "flattening" and "regulating" it to fit to the CT flat hex maps.

After this background is done, it would be easier to develop, or even "wing it" on the spot, various places and events. If, for example, my players start out in the Triumvirate, and they decide to jump into Consortium space (which I haven't developed), I know the general atmosphere of this polity (a totalitarian military junta/corporate state) and its inter-polity relations (war with the Alliance) to build on when improvising.
 
Originally posted by Dalton:
I am a computer guy. I use the available tools as much as possible. I begin with environment. In space terms, that means a stellar map, either from gliese data or randomly generated.

I do not randomly generate populations. I create a series of population rules and use those to cause the population to spread. Using a turn by turn set of rules, my universe creates it's own history.
....
I had done all this work a few years back and just got around to using it in a game starting in the summer.

If you are interested, I can go into details.
Dalton (and Flynn): Please please please oh god please go into details!

This is exactly the sort of toolset I'd like to adapt for my GT4e ATU campaign that I'll be starting Real Soon Now. (And that I don't have the free time to create myself on any sort of reasonable time horizon.)

If you're feeling supremely generous you could post links to code files -- I'm a web developer/database type myself so I can probably adapt from any language. But if not, then any details will help.

Thanks!


And OT for the thread:

I'm planning on sticking the players on one world for a while -- that world being a low/medium-tech world absorbed within living memory into the nearby high-tech world's pocket empire.

I figure on making that world the hub of further adventure off-world once I get sufficiently more of the setting created.

I'm going for a feel rather like Drake's Lieutenant Leary-verse -- a long-settled region that fell into a Long Night, allowing lots of local cultural divergence. J1 was redeveloped ~100 years ago by several worlds, allowing pocket empires to spring up in local clusters. J2 was redeveloped ~20 years ago by (at least) the player's local pocket empire, and the pocket empires are going through the problems of recontacting each other and competing for new colonies.

My plan is to create a large region of space using Astrosynthesis and GT:IW and/or G:Space; pick out homeworlds/capitals (in most cases the most Earthlike); either run Dalton/Flynn-type tools or heavy-duty trade analysis to identify patterns of colonization; pick one to be my primary cluster and pop my first world down into it; detail other worlds in the primary cluster; and then detail worlds in other clusters as needed.

So top-down for the broad strokes and basic social structure, but bottom-up for what the players will actually experience.

I figure I can handle any of the basic types of Traveller play (mercantile, mercenary, troubleshooter, political, etc.) in this setting, so the players can choose (in advance) what they'd like to do.


-- Bryan
 
I'll look over my code and see how well it came be exported. (i.e. How embarrassed will I be to have someone else read my code?) I've been thinking about doing a re-write before releasing the code, but that's a summer project at the moment.

What I can do if I am not in a position to provide code is to provide an overview of what the code does, with enough specifics that you could at least start on your own project.

More tonight or this weekend, as time permits,
Flynn
 
Hey Bryan,

Pick up a copy of Universe - it will set up the datastructures and operating environment for you. I can then send you the script that creates the 3d layout/accrete conversions and evolution routines.

best regards

Dalton
 
Originally posted by Flynn:
What I can do if I am not in a position to provide code is to provide an overview of what the code does, with enough specifics that you could at least start on your own project.
A pseudo-code description of the algorithms would be fantastic.

Dalton -- will I be able to reconstruct those datastructures with Astrosynthesis (which I already own) for layout and MySQL for the data?

My email is bryan at lovelys.com.

Thanks loads to both of you!


-- Bryan
 
My approach:

1. Start with astrography

2. Start small

3. Work slow

I begin by setting the stellar density distribution across a sector. A lot of the most interesting areas are at boundaries between areas of high and low density. The boundaries can be very crude - a couple of lines with arbitrarily chosen slopes. The noise introduced when you roll the die to populate each hex easily obscures the simplistic beginning.

A 3x3 grid is easily enough to be going on with. I'd even go smaller - 2x3, say, with the PCs starting near the middle of that region. Even if I don't necessarily intend to leave the starting subsector very soon, I need enough detail about adjoining subsectors to give a large-scale context. Is that world over in the corner really isolated, or is it at the edge of a populous cluster of systems? Is that really an unnavigable void, or is there a star system just within jump range in the next subsector? You need to do enough mapping to answer those sorts of questions.

I roll by hand, always. It can be tedious, but it also means I spend a bit of time thinking aboout each system, how it got to be the way it is, how it relates to its neighbours. I alter UWPs only very, very rarely. I much prefer to find explanations for apparent anomalies. It's good to be surprised by the world you generate, you get much more richness and colour than I would ever be able to create without the spur of these random results. I would never have come up with that race of isolationist high-tech cephalopods if I hadn't been inspired by some very odd dice rolls, still less the gas giant's moon ravaged by nuclear war and the subject of a subsector-wide political and economic controversy.

There's really no need to map the entire universe, whatever the intro to LBB3 might say. Much better to really understand the complexities of a subsector or two, the strange worlds, the alien races, the economic structure and the political conflicts, and to have a rough idea of what's going on in the immediate vicinity. That gives you a good hundred or so varied worlds in which to adventure, and more sketched-in which can be further detailed as necessary. Even the longest campaign will take a long time to exhaust all those possibilities.
 
Originally posted by balzacq:

Dalton -- will I be able to reconstruct those datastructures with Astrosynthesis (which I already own) for layout and MySQL for the data?

-- Bryan
I am hoping to be a beta tester for AS2. As1.5 does not have a scripting language and it's import/export functions are very limited.

I already have done some work with nbos's vbscript engine while setting up screenmonkey to use T.H.E. system mechanics.

I will have to wait for the decission to become a AS2 tester, or wait for AS2 to be released before I can fully answer your questions.

best regards

Dalton
 
Originally posted by Dalton:
I will have to wait for the decission to become a AS2 tester, or wait for AS2 to be released before I can fully answer your questions.
Well, yeah, I'll be getting AS2 as soon as it's out, presumably with the "upgrade" discount.


-- Bryan
 
Then you can always do the basket approach. Generate the core world or a few core worlds. Generate some more worlds on cards. Generate the map with system locations only except for some key systems. Generate those key systems.

The players have something wrong with their ship/characters/whatever, and only know about what they have experienced or gotten access to. Here is where the basket comes in. Put the cards into the basket and each time they gain access to or information about a new system pull a card out of the basket. Between sessions, generate replacement cards.

Computers do this by blacking out unexplored areas of the map. Of course some kinds of games work with this method better than others. This is a great way to break in new to Traveller players when the ref doesn't want to have to teach Traveller canon. As the players learn more about the actual workings of Traveller, direct them to some resources that will allow them to learn more about OTU. Then if you wish, mis-jump them into the known OTU or start a new campaign in OTU.
 
I've done the huge sector style, pre-setermined with 5 notebooks. It's a lot of fun, and most of it doesn't get used, but you get respect from players who are detail hounds, as you have it all covered in your own personal IMTU Canon.


Lately, I have been cosidering the following:

Episodic, moment by moment.

Give them a Ship. Merchie, Scout on Detached, Merc, whatever.

Tell them there is an Empire. It controls all space with large mile-long ships. Nobles etc. Or whatever else you had in mind, if you are not going with Classic Setting. I have played Traveller as Star wars, And as Aliens, and as Dune, and as near earth, struggling colonies dystopia in 2440 AD. Whatever flavor you want. That's the beauty of Traveller.

Episode 0:
Generate Characters.
Give each PC a goal, or force the player to give them one, and also:
a recurring enemy and
a deep dark secret.
Make sure each one has a good background, that ties the above to one or more characters on the ship.

Expanded Megatraveller / GURPS Traveller works okay for this, but I also like to use TFG Heroes for tomorrow, with a grain of salt / moderation.

(People who have used HfT verbatim, and have generated totally unplayable zombie aliens who lost their nads in a nuclear reactor accident after escaping the misanthropist lesbian proto-culture generation ship that fell into orbit around a dying star 4 centuries ago know what I am talking about.)
Gen up the rest of the crew, and give each one a photo clipped out from a magazine, that reflects the NPC's look, and personality. Or use pics of an actor, that you see as portraying them in your "Traveller Television Series"

(I do this with PCs, also)

Episode 1:
Give them a task: Deliver X cargo to planet Y.
Assume the crew already know each other, or are recent hires to the ship (not too many). Interact with the crew, playing a bit of each NPC in turn.

Throw some danger at them, like a light pirate attack, a micrometeorite punture, power loss, or something else that takes some light use of skills or some ingenuity to get through.

Have that situation suddenly get really complicated, either by something that they messed up on, or didn't think of.

Pick what seems to be thier favorte NPC to this point, and kill them off in a quick, messy way, thus letting them know that space is dangerous, and hinting that no one has plot immunity.

Soon, exhausted, they arrive.
Planet Y is a desert world, where microcompter chips are cheap. Some guy at the tail end of Episode 1 offers them X Mcr to deliver a load of said chips to:

Episode 2 - An Urban Hell Cyberpunk-type world.
This place also has a large pharmaceutical factory, where they need plants from

Episode 3 Jungle world.

Etc.

All the while adding in details, as you go.

If you need a 2000 ton gigantic cargo ship, you draw it out and worry about the details later.

If you need a spaceport, you rough sketch it out and worry about the details later.

if you need an npc, make him or her up, play them to the hilt, and write up a character sheet later from the nottes you have kept from your post-its.

If it gets to episode # 4, you are doing something right, make some notes, and draw some deckplans, and a planetary map or 3, and plot out a short arc of story episodes 4, 5, 6. Make sure to include some of the stuff you set up iun episode 0, to either hit someone or the whole crew with their nemesis, or someone's secret is revealed.

If it is not going anywhere:

- Keep the group, and go to BattleTech, Cyberpunk, D&D, 7th Sea, Conspiracy X, or Star Trek, and come back to Traveller when interest wanes in one or any of those others.

- Find new or different players or seek a different group.

- Take a break, and play, letting someone else Ref for a few months.

- Take a break from gaming for a while, reading sci fi books for new ideas, and observing the author's storytelling techniques and style.

To me a game is and should be like a film, or TV show.

It usually takes a few episodes for the thing to gel into something you can work with, and characters as initially designed, might need to be changed, or adapted into something else.

I recall one campaign, the players wanted to be smugglers, and mercs, working for the good guys. One Gent had Turret weapons-3, medical-1, when two members of the party got wounded. He climbed out of the upper turret to do first aid. 10 episodes later, he was a paramedic, of sorts. 10 episdoes after that, he was working on becoming a surgeon. So, with all of the above, be flexible, as it is interactive storytelling.

I also have it set up, where players can portray NPC for certain scenes, where say the Captain needs to negotiate with a team of merchant brokers, and none of the rest of the crew are really necessary. The Captain plays himself, and the Brokers are given rough guidelines as to what they are looking for from the deal. This way nobody is bored, while the GM talks to the Captain's player in a one-to-one.

The benefit is that sometimes the player likes this "Broker" character more, and finagles a way for them to get onto the ship, as a backup or Main # 2 PC for that player.

Of course, not all gropus or players will like or be able to deal with this, but it is knid of neat as a GM, when a player approaches you on the side and says, hey is it possible for us to meet that broker guy again? I'd like to play him. So, they meet him in a bar, by "Happenstance" and they get a new episode out of it. Or a fun one-shot encounter. Or sometimes, they drop their main PCs and become "Brokers" for a while, wheeling and dealing, setting up meetings, trading, etc. trying to get that whole buy low sell high thing going.

Infinite stories are possible. Even a changes of a single planet can lead to a whole new style of campaign. War-torn or Post-apocalyptic?

Exploration, or action/adventure? Noir, or Cyberpunk?

It's all there. That's how I am thinking lately about new Traveller Campaigns.
 
Greetings, all!

Only read through half of the postings, but it is 4:30 am and I need some sleep. So, let me throw in my Cr 0.02.

Originally I used the OTU setting, but I saved most of my extra notes I generated here and there. As my ATU began to take shape, I would continue to use standard adventures, just set them in my areas.

For my newbie introduction adventure, it takes place in the 'Spinward Marches', starts in 'Lunion' and ends up at 'Asmodeus' with only one detailed encounter en-route. My players didn't care about details, and I didn't provide them with any.


Working on a web site now, so I am actively attempting to actually pin down locations for places mentioned in my many stories... :confused:
 
A few of my thoughts:

I think playstyle of the group really needs to be considered first and foremost, as well as the kind of campaign you as the GM desire to run in regards to universe generation.

If your players are a bunch of scofflaws, it's probably not worth your time to even set your games in "civilized" space - they'll be fleeing it soon enough.

If you go with the "Each planet is a room" style - the common model in Classic Traveller and its descendants up to TNE - where each system pretty much as one interesting thing, you find that out and move on, you'll probably have to generate a bunch of planets.

If you go with the 2300 / TNE style of more detailed systems (which I prefer), where your players will spend months on a single planet doing a variety of things and return to it repeatedly, you can start out with fewer systems and put in more detail into each of them. As a rule, I find that a starting campaign needs 3-5 "Core Worlds", 3-5 "Middle Worlds", and 5-15 "Frontier Worlds." Your milage may vary.

"Core Worlds" - Your High Population, High Tech Level, Spaceport A or B worlds, each of them with a pretty different character to make them distinct from each other. Players spend a lot of time on such worlds.

"Middle" - Interestingly, I find you can shirk on the middle range of backwater planets. You can often get away with some scant system details. You can probably put the least amount of effort into these worlds. Unless you intend to have the players visit them for some reason or another, players tend to ignore these mid-range planets due to psychology - if they want to go the "big city" to shop, cause mayhem, or sell goods, they'll go to Core Worlds. (But don't tell your players this, they'll visit these worlds and explore them fully out of spite.)

"Frontier" - The frontier / unexplored systems should usually number about 5-10. Players spend quite a bit of time on these worlds as well (or you can usually find errands to send them to these worlds). These are your basic low-population worlds, interdicted worlds, frontier colonies, mining stations, and so forth. They have this alarming tendency to get attacked by previously unknown races, wiped out due to alien diseases, discover Ancient artefacts, or be the site of corporate skuldruggery. The good thing about frontier/total backwater worlds is that they're often not well-documented in TAS-style databases. So you can actually create a generic list of planetary details and just apply them to the inhabited system in general as suits your tastes without the fear that you'll beautifully detail some frontier world and have that detail go to waste because the players never visit it.
 
Re-reading this entire thread once again, I find:

It truly is an inverse relationship between scale and focus, and also a cross axis between setting based and plot-based.

Scale And Focus:

One world, detailed to Hell and Back
Geodesic Map in color markers a la Grand Survey, weather charts, animal charts, new animals, NPC's, Governments detailed a la Grand Census, Languages from the 6 X 6 charts, etc. etc. at one end of the scale. (Which doesn't really make for Travelling, per se, but is great for a home base or extended series of adventures.)

Ranging to:

A whole sector map
UPPs and X-Boat Routes, and all the Navy Base symbols, and scout base triangles, GGs present, Belts, what have you...and very little detail, beyond name, UPP, and Trade Classifications.

Cross-Axis

Setting Vs. Plot
----------------
Setting as King
The players are given a free hand to explore and run into whatever, ranging the map.
Examples:
Most any Sector map.
In an offhand Way, Original Series Star Trek, due to it's episodic, free-ranging nature. Later series were more soap opera/character arc, more or less.


Plot as King
The Referee has decided the main plot and only those worlds that impinge on the plot are used.

Examples:
-The Traveller Adventure
-Dune: 3 or 4 worlds, with Arrakis primary and the rest given sketchy details.
-Star Wars: Tatooine, Hoth, Bespin, Coruscant, and the rest more or less names only or used for a few scenes of action.
-Aliens (LV-429, or whatever it's catalog number was)

So, somewhere in the middle lies the ultimate truth, but each must be detailed for each group seperately.

I would think that certain extremes would be Difficult (11+ on 2d, +DM for Ref on the fly skill)

Whole sector map Scale - Setting only
I've done this, in times past, and was known on Fri nights at Wright State University as "That Guy who sits around on the third floor of Millett Hall, rolling up planets for that game that nobody plays anymore" (This in 1994, thank MWM that he brought T4 to life that started the whole thing rolling again, despite the many frothing T4-loathers.)

But if you can make up an adventure off the top of your head, it's total freedom for the players. I used to be able to do this on a smaller scale, long ago, pre-failure of aging rolls.

Single World - Plot Only
Could be perfect, or could be a total waste of time, depending on the plot you've chosen to launch with. Either they buy it as a group or they don't.

Kind of like walking out of a film 10 minutes after you have seen the setup.

If you have set it up to be a Let's colonize this place, and the Players want Interstellar Bank Robbers, it doesn't work, etc.

Somewhere in the middle lies the individual campaign Grail.

I think.
 
As DLO has announced working on his I'll mention in preview my own prospective ATU website. Somewhat based on Avery's proposal for a Far Far Future sourcebook I have been working on an ATU set in a Terran interstellar government set 5000 years after the fall of the Third Imperium. Everything is radicaly different yet somehow familiar.

The Aslan are at war with bodysnatchers, K'kree fight against Hiver modified carniverous K'kee, Vargr are locked in genocidal warfare with reptilian cigar smokers, the Zhodane is fragmented, destroyed by Berserkers, the Hive federation is overtly imperialist, the Imperium is ruled by an AI Emperor. Vland has become isolationist. The Terran Federation is a 12 subsector posthuman republic, a believer in planetary and sophont rights and looking doomed as enemies press on her borders.

Maximum technology is tech17 but recent relic tech20 is available.

Looking for further ideas.
 
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