Stellar cartography

Dec 14, 2023 3:18 pm
STELLAR CARTOGRAPHY

Our huge galaxy was divided by ITC in convenient segments, called sectors for administrative and military reasons. Each sector is mapped into a 2 dimensional area of space measuring 34 hexes by 20 hexes. Since our map scale is one light-year per hex, the sector covers an area with 1,296 hexes.

Twenty five sectors (arranged in five rows of five sectors each) form the Known Space, the largest area that is considered colonized and generally controlled by ITC, with Earth as part of the Home Sector in the middle. The table below shows that. Sectors marked with '?' are not relevant (yet) to our campaign.

?????
?????
?? Home Sector ??
Pandora's VeilNew Jordan???
?????


To locate the sector where we will play, there is a caveat: north, south, east, and west are insufficient terms for referring to directions within the galaxy. Instead, the following conventions have achieved widespread acceptance and are used: Coreward – toward the galactic core (up); Rimward – toward the rim of the galaxy (down); Spinward – towards the direction the galaxy is rotating (left) and Trailing – opposite the spin of the galaxy (right).

Our campaign will start in the New Jordan Sector:
https://i.imgur.com/jBMRIIe.png
(note: this large map is best seen in a computer screen)
(note 2: Adebaran is located at 18.19)

Our adventures will take us around the sector and maybe even further spinwards, away from Earth.

For your first mission, you'll embark from New Jordan (08.27, in blue) to reach Altairia (01.05, in green), the nearest inhabited colony to your destination. Here, you'll refuel and resupply for the last time before venturing beyond the sector for the months ahead.
https://i.imgur.com/tJL5i6G.png

Upon departing Altairia, your course will take you to the Pandora's Veil sector, home to Astralon, utilizing wilderness refueling techniques—such as collecting water from planets or icy asteroids, or harvesting hydrogen from a gas giant.

Further details will be given In Game. =)
Dec 14, 2023 4:54 pm
TRADE CLASSIFICATIONS
In our game, various classifications influence the cost and demand for goods. Please note that it’s possible that multiple classifications – or none – apply to any given world.

Agricultural: A world under the sway of agricultural dominance, focusing on the production of foodstuffs, timber, and other biological products. This is particularly evident in garden worlds or those meticulously terraformed to such standards. These planets can have populations ranging from 1,000 to 100 million.

Extreme: Inhospitable to the humans. Extreme worlds compel their inhabitants to dwell in artificial habitats. Venturing outside demands extensive protective gear, such as environment suits or sealed vehicles.

Industrial: Thriving on a highly industrialized economy, these worlds churn out a surplus of manufactured goods for export. This classification is typical for planets with populations exceeding 100 million, boasting an Average or better Wealth level.

Militarized: Applies when significant rebel, terrorist, or naval installations are present, or the world is embroiled in a war, cold war, or arms race with neighboring worlds.

Non-Agricultural: Worlds lacking the capability to produce sufficient food for self-sustenance due to environmental or economic conditions. Many Extreme environments fall into this category, although some manage to produce enough food in controlled environments like domes, through hydroponics, or with the use of food replicators.

Non-Industrial: Characterized by a scarcity of heavy industry, these worlds import the majority of their major equipment. This scarcity may arise from a shortage of factories or resources.

Poor: Plagued by a low standard of living and limited buying power, worlds classified as Poor are common in places where the average Wealth level is Poor or Dead Broke.

Rich: Inhabitants of worlds classified as Rich revel in a high standard of living. This classification befits planets where the average Wealth level is Comfortable or better.
Dec 14, 2023 5:04 pm
WORLD TYPES

Tiny worlds

Tiny (Ice): These diminutive worlds lack the gravitational pull to retain a significant atmosphere, yet their frigid temperatures allow for the accumulation of rich deposits of water ice and similar frozen volatiles. Internal heat, generated by radioactive deposits or tidal flexing, can melt subsurface ice, creating vast "oceans" of liquid water. Typically, Tiny (Ice) worlds manifest as large moons orbiting gas giant planets. Prime examples in our solar system include Jupiter's moons Callisto and Europa.

Tiny (Rock): Too small to maintain a substantial atmosphere and too warm for extensive ice formations, Tiny (Rock) worlds feature surfaces dominated by exposed rock, adorned with craters. Although some may display volcanic activity in their early histories, they swiftly cool, becoming geologically inert. These worlds may exist as large moons or independent planets. Notable instances in our solar system include Mercury and Earth's Moon.

Tiny (Sulfur): This classification pertains to gas-giant moons experiencing intense volcanic activity. Tiny (Sulfur) worlds undergo significant tidal flexing during their orbits, influenced by the gravitational forces of the gas giant and other large moons. This flexing generates interior heat, fostering volcanism. Most released volatile substances escape into space, leaving sulfur and sulfur compounds concentrated on the surface. These worlds pose potential hazards for visitors. An exemplar in our solar system is Jupiter's moon Io.

Small worlds

Small (Hadean): Encompassing worlds with sufficient size to retain gaseous nitrogen, Small (Hadean) worlds are marked by extreme cold that causes their nitrogen atmosphere to freeze on the surface. Typically found as gas giant moons on the outer fringes of a star system, no examples of this type exist in our solar system.

Small (Ice): Possessing enough size to maintain an atmosphere, primarily composed of nitrogen and a mix of more complex compounds, Small (Ice) worlds are characterized by their cold temperatures, harboring abundant water ice and other frozen volatiles. Some may even host liquid "oceans" containing unconventional substances like hydrocarbons. Predominantly, these worlds are large moons orbiting gas giant planets, with Saturn's moon Titan serving as the sole example in our solar system.

Small (Rock): Large enough to retain a thin atmosphere, Small (Rock) worlds lack the mass to hold water vapor and are too warm for surface water to remain frozen. Consequently, any original water content has escaped to space, potentially leaving behind buried deposits of water ice. Mars stands as the lone example of a Small (Rock) world in our solar system.

Standard worlds

Standard (Hadean): Comparable to Small (Hadean) worlds, Standard (Hadean) worlds possess the potential for an extensive atmosphere, yet their extreme cold results in the freezing of most volatile compounds. Typically, found as the largest moons of gas giants on the outskirts of a star system, Neptune's moon Triton is the sole example of a Standard (Hadean) world in our solar system.

Standard (Ammonia): These worlds are large enough to maintain a thick atmosphere containing water and other light volatile compounds. However, their frigid conditions lead to perpetual freezing of pure water, rendering them inhospitable for Earth-like life. Instead, their atmosphere is predominantly composed of ammonia and methane, with liquid ammonia oceans. Ammonia-based life is a possibility on such worlds, but they are rare, typically found near cool red dwarf stars. No examples exist in our solar system, although Uranus and Neptune share some similarities.

Standard (Ice): Possessing a thick atmosphere and abundant water, Standard (Ice) worlds are so cold that most of the water is frozen, covering the rocky surface in a thick layer of ice. Photosynthetic life is scarce or nonexistent, leading to an atmosphere with minimal or no free oxygen. No examples of Standard (Ice) worlds exist in our solar system.

Standard (Ocean): With a thick atmosphere, abundant water, and surface temperatures allowing for liquid-water oceans, Standard (Ocean) worlds lack photosynthetic organisms, either because they haven't evolved or have become extinct. Consequently, their atmospheres contain little or no free oxygen. No examples of this world type are found in our solar system, although Earth fell into this category a billion years ago.

Standard (Garden): Large enough to retain a thick atmosphere, plentiful water for oceans, and a surface climate suitable for human comfort, Standard (Garden) worlds host extensive life, including photosynthetic organisms maintaining free oxygen. Earth is the sole example of a Standard (Garden) world in our solar system.

Standard (Greenhouse): Large enough for a thick atmosphere and abundant water, Standard (Greenhouse) worlds became too warm to support a habitable environment. Experiencing a runaway greenhouse effect, they have extremely hostile surface conditions, with unbreathable, furnace-hot air. Venus, a dry greenhouse planet, is the sole example in our solar system.

Standard (Chthonian): Potentially large enough for a thick atmosphere, Standard (Chthonian) worlds orbit so close to their primary star that stellar winds strip away most volatiles. They may retain a tenuous atmosphere, likely composed of vaporized metals rather than substances conducive to human life. No examples of Standard (Chthonian) worlds exist in our solar system.

Large worlds

Large (Ammonia): Closely resembling the Standard (Ammonia) class, Large (Ammonia) worlds are larger and likely contain a significant amount of helium or hydrogen gas in their atmospheres.

Large (Ice): Similar to the Standard (Ice) class but on a larger scale, Large (Ice) worlds are likely to have substantial amounts of helium or hydrogen gas in their atmospheres.

Large (Ocean): Resembling Standard (Ocean) worlds, Large (Ocean) types feature a thick atmosphere, abundant water, and temperatures conducive to liquid-water oceans. However, their atmospheres are very thick and primarily composed of helium.

Large (Garden): Bearing similarity to the Standard (Garden) type, Large (Garden) worlds have very thick atmospheres rich in noble gases such as helium or neon. These worlds have the potential to support human life.

Large (Greenhouse): Like the Standard (Greenhouse) world, Large (Greenhouse) types have undergone a runaway greenhouse effect, resulting in an extremely dense and furnace-hot atmosphere. Whether or not there are oceans of liquid water, trapped by intense atmospheric pressure, can be defined in a case-by-case basis.

Large (Chthonian): These worlds would typically be large enough to retain a thick atmosphere. However, either their atmosphere has already been stripped away by their primary stars, or they are losing it at a rapid rate, forming a long streamer of gases that peels off into space.

Special worlds

Special (Asteroid Belt): This distinctive "world" comprises a zone or belt of small stony bodies, known as asteroids or planetoids. These celestial bodies may house valuable metals, organic compounds, or even frozen volatiles. While widely dispersed in space, the asteroid belt can consist of numerous planetoids. If settled, inhabitants often reside in artificial habitats floating freely in space or constructed inside the belt's largest planetoids. Inhabited asteroid belts frequently serve as mining or industrial centers. Our own solar system features a significant asteroid belt between Mars and Jupiter.

Special (Gas Giant): Resembling Jupiter-like planets, Gas Giant worlds can be considerably larger than even Large-class worlds, featuring massive atmospheres dominated by hydrogen and helium. Without a solid surface, these worlds are inhospitable for life, even in the upper reaches of the atmosphere. Typically, gas giant worlds are rarely visited and never landed upon, but their atmospheres can serve as valuable sources of hydrogen fuel and other resources. Of particular interest are their extensive systems of moons, many of which are viable worlds in their own right. Most star systems are likely to include gas giant worlds. In our solar system, Jupiter, Saturn, Uranus, and Neptune are examples of gas giant worlds.

RANDOM WORLD TYPES
For the main world in a stellar system, roll 2d6 twice and check the following tables:

Roll 1 World category
4 or less Hostile
5 - 10 Barren
11 - 12 Garden


Roll 2 Hostile Barren Garden
2 Standard (Chthonian) Small (Hadean) Standard (Garden)
3 Standard (Greenhouse) Small (Ice) Standard (Garden)
4 Standard (Greenhouse) Tiny (Rock) Standard (Garden)
5 Tiny (Sulfur) Tiny (Rock) Standard (Garden)
6 Tiny (Sulfur) Special (Asteroid belt) Standard (Garden)
7 Standard (Ammonia) Small (Rock) Standard (Garden)
8 Standard (Ammonia) Standard (Ice) Standard (Garden)
9 Large (Ammonia) Standard (Ocean) Standard (Garden)
10 Large (Ammonia) Standard (Hadean) Standard (Garden)
11 Large (Greenhouse) Large (Ocean) Standard (Garden)
12 Large (Chthonian) Large (Ice) Large (Garden)
Dec 21, 2023 11:59 pm
CONTROL RATING
In our game, every world has a Control Rating (CR) that gauges government control. The CR scale ranges from Anarchy (CR0) to Total Control (CR6), with each level describing the extent of laws, taxation, and control over goods and information:

CR0: Anarchy – Absence of taxes, laws, and controls.

CR1: Very Free – Limited restrictions and laws, making illegal mainly the use of force or intimidation. Light or voluntary taxes, controlled access to goods only through banned items (ex: weapons of mass destruction)

CR2: Free – Has some laws - mainly benefiting individuals, private property and free trading, has light taxes and controlled access to items through banned and military-only restrictions.

CR3: Moderate – Has many laws, balancing the protection to individuals and the government/society as a whole, fair taxes, controlled access to banned, military and restricted items, where only government employees (ex: Intelligence, Police, etc) may carry them.

CR4: Controlled – Laws are mostly for the state convenience, regulated communications, heavy and sometimes unfair taxes, controlled access through banned, military, restricted and licensed items. Registration might involve a fee or examination, and might be denied to criminals, minors, etc.

CR5: Repressive – Strictly enforced laws, heavy and unfair taxation, strict regulation of information technology, most things are controlled and even food may require ration coupons.

CR6: Total Control – Numerous complex laws, individual subservience to the state, severe penalties, crushing taxation, widespread censorship, forbidden private ownership of information technology, complete goods control.
However, this single-axis representation oversimplifies complex civilizations. For instance, a frontier town with few laws but harsh punishments challenges the classification. Similarly, a society where police can't carry weapons but have extensive access to data surveillance, prompts questions about oppression. As such, sometimes, I will break down a society's Control Rating (CR) into sub-ratings for a more nuanced understanding:

Civil Rights: Reflects citizens' rights beyond government control. A low CR suggests a populace protective of their rights, while a high CR indicates resignation to oppression. This is highly dependent upon cultural and historical priorities. For instance, many foreigners are baffled by modern Americans’ attachment to their Second Amendment right to keep weapons, while some Americans abroad are startled by things like government-licensed prostitution or marijuana sales.

Economic Freedom: Indicates the freedom to buy, sell, and conduct business. High CR may involve heavy government involvement, while low CR allows for more economic autonomy.

Legal Restrictions: Measures the extent of laws. Very free societies may only ban violence, while rising CR introduces bans on property crimes, fraud, reckless acts, and offensive speech.

Punishment Severity: Measures how harshly the culture treats lawbreakers. A low CR implies lighter sentences and an emphasis on rehabilitation, while a high CR involves heavy penalties and potential use of lethal force.

Social Control: Reflects extralegal mechanisms influencing behavior. Low social CR implies privacy, while high social CR indicates a society where people are aware of and express opinions about each other's actions. It may be legal to use heavy blasters here, but you won't be able to enter a restaurant because all those empty tables are "already reserved ", the hotel is "booked", etc. Typically, social control CR is high in small close-knit villages, and low in diverse urban cultures.

IS THIS LEGAL / RESTRICTED?
If the GM is not sure whether something is legal and/or restricted somehow, he will ask you to roll 1d6.

If the result is higher than the local Control Rating, it is free. Otherwise it may be illegal, licensed or somehow restricted to government employees.

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