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CT Only: Traveller Tech Levels

Or you go pop control Moties.
Right, POP control is an option.

However under my paradigm, a plateau in POP will also plateau the TL because it will not support the diversity of infrastructure needed at the next TL. Five Thousand People living in paradise with a TL 15 Library Database will never build a Starship from their TL 3 fixed-population community no matter how many generations they work to increase the TL. The Population will never support an Industrial revolution, let alone the infrastructure to manufacture Computers and even an Atlas 1 Rocket.

That was the premise of my [IMTU] link between TL and POP.
 
Right, POP control is an option.

However under my paradigm, a plateau in POP will also plateau the TL because it will not support the diversity of infrastructure needed at the next TL. Five Thousand People living in paradise with a TL 15 Library Database will never build a Starship from their TL 3 fixed-population community no matter how many generations they work to increase the TL. The Population will never support an Industrial revolution, let alone the infrastructure to manufacture Computers and even an Atlas 1 Rocket.

That was the premise of my [IMTU] link between TL and POP.
Hmm depends- if the product is innovation maybe they can.

 
Hmm depends- if the product is innovation maybe they can.

Four couples (mating pairs, 8 people total) agree to a TL 18 "reality TV" experiment. They are dropped on an uninhabited world with two "TL 18 Universal Makers". How many generations can they build and sustain an 8 person "Freemarket" independent of all outside contact? Can they maintain all of the needed Technology FOREVER? Do they have a sufficient SKILLSET to support the entire TL 18 culture? The 5x10^18 viewers of the REAL 'Freemarket' want to find out! ;)
 
Four couples (mating pairs, 8 people total) agree to a TL 18 "reality TV" experiment. They are dropped on an uninhabited world with two "TL 18 Universal Makers". How many generations can they build and sustain an 8 person "Freemarket" independent of all outside contact? Can they maintain all of the needed Technology FOREVER? Do they have a sufficient SKILLSET to support the entire TL 18 culture? The 5x10^18 viewers of the REAL 'Freemarket' want to find out! ;)
Many likely wouldn’t. Some would.
 
Four couples (mating pairs, 8 people total) agree to a TL 18 "reality TV" experiment. They are dropped on an uninhabited world with two "TL 18 Universal Makers". How many generations can they build and sustain an 8 person "Freemarket" independent of all outside contact? Can they maintain all of the needed Technology FOREVER? Do they have a sufficient SKILLSET to support the entire TL 18 culture? The 5x10^18 viewers of the REAL 'Freemarket' want to find out! ;)
Maybe a dumb question, but would 8 people be enough to avoid DNA in breeding issues going forward? :unsure:
 
Ordinarily, no. By TL 18 they might have flawless genetics and easily correct future mutations.
Oh I misread your post, I thought the TL 18 was just the " two TL 18 Universal Makers" not people who had been TL18 and thus gained unknown advantages. Hum interesting ideas this brings. :unsure:
 
With this colony, the game would be using the makers to set up the infrastructure to feed local resources into them as raw material. I have to assume that they come with the initial raw material to start this. I'm going to also assume "mining bots" or some other automated equipment. The 16 people are not enough to do the work necessary to feed the Makers. I also assume the initial makes come with power to bootstrap the project.

Once the makers are on line, the next step is to improve shelter and food production. Again, have to assume they arrived with the basic necessities or the ability to feed the Makers to create the initial bootstrap.

But shelter, food, and survival are the primary goal. 16 people is not very robust in case of tragedy.

Once that is settled, they can start using the Makers to create the artificial wombs and incubators. They should be able with fertility drugs to harvest 15-20 eggs per female host, per year. The Makers can make all of the equipment they need. I also assume you can make a Maker with a Maker. As the colony grows and resources come on line, you'll want more Makers.

Of course the next problem is that after 2 years, they'll have 120 newborn to 1 year old infants to take care of. Which is quite a load.

This is potentially where the scalability comes to a screeching halt. Again, perhaps through automation, you use "robo-nannies" to help tend to the children, but pretty sure that doesn't really work out in the long term.

If you could scale it, and assume that you can start retrieving more eggs from the 14 year old girls, population REALLY explodes VERY fast once you get the first children into their teens, and they're all children.
 
I break them down into groups of THREE.

TL 0 is a beast all to itself (and I could make an argument that there are THREE TLs before the discovery of a Bronze Age [TL 1] - Paleolithic [TL 0a] Hunter-gatherer, Mesolithic [TL 0b] Plains Indians, Neolithic [TL 0c] Mesa dwellers.)
  • TL 1-3 are dominated by AGRARIAN societies with greater than 80% of the population living as Farmers/Ranchers.
  • TL 4-6 are dominated by URBANIZATION (growth of cities) and INDUSTRIALIZATION (growth of factories and heavy industry).
  • TL 7-9 are dominated by TECHNOLOGY and SPACE (computers, exploring the Solar System, colonizing moons and planets, mining asteroids)
  • TL 10-12 are defined by the race to the STARS (Jump Drives, Reactionless MD, Fusion Power, Star Kingdoms and Pocket Empires)
  • TL 13-15 are defined by ARTIFICIAL REALITY. Here we see DNI and Holographics. The "Virtual World" becomes a larger economic sector than the Material World.
  • TL 16-18 is defined by a POST MATERIAL society. Matter-Energy conversion merges the HOLOGRAPHIC reality with the MATERIAL reality.
I can live with this. I generally describe tech in non-numeric descriptors. With the numeric TL ratings largely controlling price.
 
OK, I know this a CT topic. To be real clear most of my games really are GURPS Tech Level 10 which really its the CT 10 to 12 range.
 
The more I think about it, the more I think that TL 12 was the tech level that Marc and crew really sort of set as the baseline and norm for the presented Traveller Universe.
 
The more I think about it, the more I think that TL 12 was the tech level that Marc and crew really sort of set as the baseline and norm for the presented Traveller Universe.
I agree, I always felt TL13-16 that sometimes showed up was to play havoc with the standard or norm of TL12. Of course the people I played with did not agree. ;)
 
And it shows.
I would say that the typical classic Traveller adventure setting was less than TL10, the "wild west" with modern firearms, a few personal electronics, and a bit of light body armoor.
 
And it shows.
I would say that the typical classic Traveller adventure setting was less than TL10, the "wild west" with modern firearms, a few personal electronics, and a bit of light body armoor.

Part of the reason for that is most modern ideas of 'frontier spaces' are the American Western Expansion in the late 19th century that Hollywood milked hard in the 1950's and 60's, cementing the images in English-speaking pop culture. That was also one of the last areas that 'civilization' expanded into from a place considered modern (displacing the lower TL people that were already there). South America and Canada suffered similar fates, but in somewhat different ways, and without Hollywood making stories about it. I don't know enough about Australia to comment beyond it having a very similar story: Englishmen show up and shove the natives aside to make space. (I do this without remorse when playing Civilization all the time, but I recognize that it's not kind to the people on the receiving end.)

One of my big hangups with Traveller is that we have all sorts of super-high-tech wizbang starship weapons, but people are still using the old Colt 1911 in the year 5627. IMTU (which is Mg1-based) pretty much everyone uses TL-12-ish gauss weapons, but I am disappointed that other high-tech weapons don't get much love.
 
The thing is there are not many ways to improve on the automatic pistol.
Bore axis dropped, integral compensator, integral "red dot sight" (display screen on the back of the slide showing where the bullet will go, increased magazine capacity thanks to ammunition improvements.
 
Range, accuracy, effect, cost, bulk, user friendly.

Without magnetic propulsion, you would have to change the ammunition, and the ammunition depends on kinetic energy, which can be enhanced with explosives, penetration, armour piercing cap, and accuracy, possibly electronic guidance.
 
Range, accuracy, effect, cost, bulk, user friendly.
And how do you achieve those...
lower bore axis, integral compensator, integral electronic sight, improved ammunition
Without magnetic propulsion, you would have to change the ammunition, and the ammunition depends on kinetic energy, which can be enhanced with explosives, penetration, armour piercing cap, and accuracy, possibly electronic guidance.
smarter bullets are certainly a possibility.
 
With respect to FIREARMS, Shotguns are allowed at Law Level 6 when ALL OTHER firearms are illegal, so the smoothbore weapons (Shotgun & Snub) certainly deserve a lot more attention as well as some fleshing out on the LL of a Tranq round Snub weapon (it is NON-LETHAL, so LL 7?)

Lasers are legal on VERY FEW worlds (and too darn bulky with the backpacks that already use magic batteries).
 
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