Plenty of work for future authors.
Awesome.
New Authors and I suspect new 3rd party products I presume.
Plenty of work for future authors.
15 years later, but without the 2nd Civil War
Of course it can. As long as you account for the changes caused by the Divergence Point there's no reason why it can't be used as canon. (Whether it IS use is up to Marc Miller).So GURPS can't be canon for the OTU?
Of course it can. As long as you account for the changes caused by the Divergence Point there's no reason why it can't be used as canon. (Whether it IS use is up to Marc Miller).
For example, if BtC mentions a Vice Admiral Vrin Tildaalin (Ret), IN, SEH, MGC with Swords and Diamonds and says that Norris promoted him from Commodore to Vice Admiral during the 5FW and gave him control of the Regina Fleet, you can take that as evidence for the existence of a Commodore Vrin Tildaalin during the 5FW not only in the GTU but in the OTU as well. And the existence of Vrin Tildaalin (captain or commodore as the case might be) in 1105. Hans
The rules don't have rear and vice admirals, but CT setting canon has several and BtC took its cue from that. There are a couple of ways to explain their existence. MT claimed that rear and vice admiral were alternate terms for fleet and sector admirals, but that doesn't work, because the vice admirals had jobs that were clearly below the scope of sector admirals (Vice Admiral Elphonstone commanded a smaller-than-a-fleet task force with two or three squadrons and there was mention of a vice admiral commanding a naval base in Five Sisters).OK, but no Vice Admiral's in the OTU? Should it not be Fleet Admiral? Or is it a local rank for the commander of the Regina planetary navy?
For the OTU I've come up with an explanation that is pretty ugly, but does work: 'rear admiral' is an alternate title for junior fleet admirals, 'vice admiral' for medium-level fleet admirals, and 'fleet admiral' is normally only used for senior fleet admirals. Think of them as 'Fleet Admiral (Lower Third), Fleet Admiral (Middle Third), and Fleet Admiral (Upper Third
Hans
Oops! I'd forgotten that we were posting in a "Hey Don, look at this!" thread already. Sorry about that.Hi Don,
Indeed. If I wasn't such a polite person I would characterize it as stark lunacy. As it is, I'll just say that it just plain won't work. The setting that application of this mechanic will generate will simply be impossible to make sense of. And I state that as an objective fact, not just an opinion.Getting back to the original subject, I'm not happy with the multiplication of RU's by efficiency giving 15/36 worlds negative output.
Algine, not Alell.In the case of Red zoned Alell, they would have to solve their problems pdq, or die out.
IMTU I solve it by interpolating rear, vice, and (just plain) admirals as O8, O9, and O10, making fleet, force, sector and grand admirals O11, O12, O13, and O14. (IMTU a 'fleet' is all ships stationed in one system and a 'force' (Fleet/Army Force) is all fleet and army units stationed in a subsector (canon's 'numbered fleet'). I do that because I do NOT believe in a system that makes Grand Admirals (of which there are just a handful at the very top of the entire Imperium level) the rank-equivalent of army generals (of which there can be dozens in a single star system).
For the OTU I've come up with an explanation that is pretty ugly, but does work: 'rear admiral' is an alternate title for junior fleet admirals, 'vice admiral' for medium-level fleet admirals, and 'fleet admiral' is normally only used for senior fleet admirals. . . .
Algine, not Alell.
Hans
Hans suggested the efficiency calculation should be 1 + or - 0.1x flux. David
That's just Don talking, no Marc details there.
I know RUs comes from the Imperium/Dark Nebula/5FW board games, and I keep meaning to dig into that, but there's all this other stuff to do.
Imperium did use RUs, but it was a very basic mechanic with budgets in the low double digits at most. I think the most direct ancestor is Pocket Empires.Thanks, it's not 5FW, but I think Imperium used them (I no longer have the game).
Redzoned worlds is an extreme example because no one is ALLOWED to lend them money, but any world with a weak economy is unlikely to be able to borrow large sums of money. To borrow hundreds of RUs worth, you need the kind of economy that inspires confidence that you'll be able to pay them back eventually, so your negative RU producers are apt to be important worlds. Not that that means they don't spend money on the military since, as I pointed out above, the government collects military taxes first.My concern is the amount of negative worlds and the scouts condemning so many minor races to extinction, it doesn't seem very scout-ish, when the red zone is supposed to protect their development.
There are worlds that would require RUs spent on them, but in neither the number (15/36 :nononoI didn't check company worlds, but it occurred to me a company would write so worlds off (long term it would be forced to).
There are worlds that would require RUs spent on them, but in neither the number (15/36 :nonononor on the scale (hundreds of RUs :nonono
the rules seem to produce. Hans
I didn't realize that HT had RUs.I've been reading Hard Times and I'm thinking the negative RU's are there to aid in the rapid collapse of the Imperium.
It depends to some extent on just what RUs represent. If, as I've gotten the second-hand impression it is, it's what governments have to spend on militaries and special projects, then I think worlds with negative RUs would be fairly rare (and not to be identified randomly) and the numbers of RUs involved mostly insignificant (not worth identifying in the first place). I think low-population worlds should be considered part of larger neighboring economies (whether formally or informally) and ignored. I think projects like upstart colonies and naval bases should be budgeted for explicitly rather than covered in the RU calculations (example: small-population world with military base doesn't have -10 RU; it has +2 RU and the Imperium pays 12 RU for the base).Which would give 6/36 with negatives, (which is still rather high compared to Earth), but the numbers would be a lot smaller. I'd still manually adjust most red zones, research stations and possibly other special cases.
What do you think?
I didn't realize that HT had RUs.
It depends to some extent on just what RUs represent. If, as I've gotten the second-hand impression it is, it's what governments have to spend on militaries and special projects, then I think worlds with negative RUs would be fairly rare (and not to be identified randomly) and the numbers of RUs involved mostly insignificant (not worth identifying in the first place). I think low-population worlds should be considered part of larger neighboring economies (whether formally or informally) and ignored. I think projects like upstart colonies and naval bases should be budgeted for explicitly rather than covered in the RU calculations (example: small-population world with military base doesn't have -10 RU; it has +2 RU and the Imperium pays 12 RU for the base). Hans
I disagree. An explanation that in itself doesn't work won't work to explain anything else.It doesn't, but it helps to explain the collapse if 42% of worlds need external finance to survive.
I not only would have thought it, I do think it. Indeed, I'm so convinced of it that I'm willing to state it as a fact rather than just my opinion.Given the 3I is fairly static you would have though most worlds would be capable of providing for themselves.
Anybody with a T5 book that will quote us the definition of RU?I was assuming RU's were equivalent to GWP...
Anybody with a T5 book that will quote us the definition of RU?
Anybody with a T5 book that will quote us the definition of RU?
Resource Units = R * L * I * E
R=Resources
L=Labor
I= Infrastructure
E=Efficiency
If any value = 0, use 1 (to avoid multiplying by zero).
Resource units can be negative: a world can be a net drain for Resource Units.
Resources (= 2D; if Mainworld TL= 8+, then plus GG and Belts),
Labor (= Population minus 1)
Infrastructure (usually = 2D + Importance)
Efficiencies (generated by Flux): Address legal, cultural, and social norms which may increase or reduce overall economic strength. Negative Efficiencies (Inefficiencies) are bad; a positive value for Efficiencies is preferable.