Thinking through some summary text for clarity but also brevity, ranging from 1116 to 1129. Not a timeline, but, well, time is important here.
I'm going to try to chunk the time up in a manner less granular than that of Survival Margin.
Early Rebellion (1116-1123). The Imperium splits into factions with active warfare, perhaps resembling Barracks Emperors-style fighting. 1116 and 1117 are very similar to the Golden Era, except for the assassination, and possible re-activation of detached duty personnel, but travel between factions is generally doable.
After 1117, travel between factions becomes increasingly difficult and unsafe. In 1118, Imperial naval fleets withdraw from Corridor and Deneb, allowing Vargr raiders to conquer and hold Imperial territory (of course, that poses a movement problem). Each faction contracts to a number of safe subsectors, surrounded by a growing no man’s land of frontier or wilderness. By 1122, failing life support on worlds in the wilderness begins the Doom Trade. Also around 1122, the Wave reaches the coreward sectors of the Zhodani Consulate and Vargr Extents.
This phase ends with a series of deep and highly destructive strikes against strategic faction worlds (read: industry and high-tech), spelling doom for technically-dependent worlds in the wilderness.
Hard Times (1124-1129). Interstellar trade ceases in the wilderness, and infrastructure deteriorates fast. It is improbable that a ship can safely cross from the core of one faction to another.
Beyond 1129, the OTU transitions to the Virus quasi-milieu. However, Hard Times can be extended, using Chuck Gannon's suggestions, or a "Wounded Colossus" setup.
I'm going to try to chunk the time up in a manner less granular than that of Survival Margin.
Early Rebellion (1116-1123). The Imperium splits into factions with active warfare, perhaps resembling Barracks Emperors-style fighting. 1116 and 1117 are very similar to the Golden Era, except for the assassination, and possible re-activation of detached duty personnel, but travel between factions is generally doable.
After 1117, travel between factions becomes increasingly difficult and unsafe. In 1118, Imperial naval fleets withdraw from Corridor and Deneb, allowing Vargr raiders to conquer and hold Imperial territory (of course, that poses a movement problem). Each faction contracts to a number of safe subsectors, surrounded by a growing no man’s land of frontier or wilderness. By 1122, failing life support on worlds in the wilderness begins the Doom Trade. Also around 1122, the Wave reaches the coreward sectors of the Zhodani Consulate and Vargr Extents.
This phase ends with a series of deep and highly destructive strikes against strategic faction worlds (read: industry and high-tech), spelling doom for technically-dependent worlds in the wilderness.
Hard Times (1124-1129). Interstellar trade ceases in the wilderness, and infrastructure deteriorates fast. It is improbable that a ship can safely cross from the core of one faction to another.
Beyond 1129, the OTU transitions to the Virus quasi-milieu. However, Hard Times can be extended, using Chuck Gannon's suggestions, or a "Wounded Colossus" setup.
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