The players each have control of a system. Usually systems have only one interesting world called the main-world. That could be a
planet, a moon or an asteroid belt. Usually it’s the most habitable place in the system but there are a few exceptions where another
planet is technically habitable but for some reason everyone lives on a planetoid.
All worlds are identified by the following statistics, explained below:
Name, Starport, Size, Atmosphere, Hydrographics, Population, Government, Social Standing, Tech Level, Government Percentage Modifier, Relative Credit Value, Shipyard Capacity.
Name: This is what people call the world.
Starport: This is important, it measures what you can build and repair.
Starport A can build starships and nonstarships as well as repair and fuel anything.
Starport B can build nonstarships (not jump-capable ships) and refuel, as well as repair anything but jump drives.
Starport C can refuel and do repairs on anything but jump drives.
Starport D has fuel for sale but can’t do any repairs. Your ships can still berth there while they attempt temporary repairs.
Starport E is just a landing platform, possibly even a marked spot of bedrock or tarmac with a beacon. There may or may not be a person present. There are sometimes several landing platforms around a world.
Starport X means there’s no starport. Landing can still be accomplished but it’s somewhat dangerous. Usually nobody goes to
worlds like this.
The facilities of a starport are usually in several places on a well populated world. Starports A and B and sometimes C include orbital components, sometimes several orbital stations. For types D or E your ships have to be capable of landing to use the facility. It is not possible to upgrade any starports during the course of the game, but all the powers’ homeworlds have a type A starport.
Size: This represents how big the world is. Size 0 is an asteroid belt.
Sizes 4 and under are moons of another world, usually a gas giant.
The biggest habitable world is size 10 (A).
Atmosphere: If atmosphere is 0 or 1 then this is a vacuum world and you can land ships on the world even if they aren’t streamlined for landing. Atmosphere A is totally unbreathable and B and C are highly corrosive. These are inhospitable environments and worlds like this are exceptionally vulnerable to space bombardment and will generally capitulate rather than allow themselves to be attacked from space.
Hydrographics: This number times 10 is the percentage of the world covered by water. If there is water present you can refuel ships at the planetary ocean. To do this you need to defeat any enemy forces protecting the world. Exception: If the world has no atmosphere this water will be made up of ice. You can still refuel with ice but it takes a week. Further exception: If the world has an exotic or corrosive atmosphere, the hydrographics are usually some other chemical, ammonia or acid and no water is present for refueling.
Population: This is very important because it determines your starport capacity, and of course, how much you get annually in taxes. Your population stat probably won’t change.
Government: Different government types affect the input the people have in the decisions made by the executive. This determines how much of your annual budget gets turned over to Naval High Command. You have no control over the government even though you nominally run it.
Government 7 = Balkanized government. No world government, rival nations vie for control. Government 6 = Captive government. This is what conquered worlds have that are governed from elsewhere.
Law Level: This is how strict the law is on the world. Not important for the game, just added for décor.
Tech Level: Very important. Your tech level determines what you can build and doesn’t change.
Tech level 0 is stone age
Tech levels 1-3 are very primitive
Tech level 4 is primitive industrial
Tech level 5 can fly simple airplanes
Tech level 6 can start very rudimentary space flight (e.g. Sputnik to the Space Shuttle) and can build nuclear weapons that can fire to orbit.
Tech level 7 can launch simple reusable nonstarships up to about 1000 tons with lasers or nuclear missiles.
Tech level 8 can launch primitive warships with fission reactors and particle accelerators.
Tech level 9 can build fusion power plants and a jump-1drive and ships up to 9000 tons.
Tech level 10 (A) can build repulsors, plasma guns and ships up to 10,000 tons
Tech level 11 (B) can build Jump-2 drives and meson guns and ships to 50,000 tons.
Tech level 12 © can build Jump-3, nuclear dampers and meson screens and ships up to 100,000 tons.
Tech level 13 (D) can build Jump-4 and ships up to a million tons.
Tech level 14 (E) can build Jump-5
Tech level 15 (F) can build Jump-6
Tech level 15 is the maximum that will be encountered in this scenario. Another important detail is that ships of one tech level have some parts that cannot be replaced at lower tech levels, leaving them unable to repair the ship. Watch where you take your damaged ships!
Government Percentage Modifier: This is a straight function of government. You have two government percentage modifiers, Peace and War. The amount of taxes paid for naval purposes by the average citizen is Cr500. If your GM is 1.00 that’s exactly what you’ll get… Cr500 for every citizen (see population). If it is .50 you’ll get Cr250 per citizen, etc. Some governments are more warlike than others during peacetime, but all spend fairly well during war. All governments start the game at Peace. If you declare war, it’s a public pronouncement and you have to declare who you are at war with. Traditionally the enemy are informed by direct courier but they will surely hear about it either way.
Relative Credit Value: This is a function of your starport and Tech Level. This is the exchange rate of how much your credits are worth vs. the highest standard currency, the Washington Dollar (WA$). On your world, one credit is one credit, but on any vassal worlds it could be worth more, or less. Likewise their tribute payments to you could be worth more or less than their face value (usually less).
Shipyard Capacity: This is a function of your Government Modifier and your population. This is expressed in terms of the maximum tons of ship they can work on at one time. Ships take a long time to build, this time is expressed in weeks. There is a peacetime capacity and a wartime capacity representing requisition of civilian resources.
Only type A and B starports have a shipyard at all. Type B starports can only build ships without jump drives and cannot repair damaged jump drives. Type C can conduct only minor repairs and usually has to have parts delivered from a higher tech world with a better starport. Type C starports have no real shipyard capacity but can only repair one ship at a time.
Naval Base: This indicates that the world has a naval facility present. The naval base itself has no defenses, and is not considered a fleet element. It also doesn’t build or repair ships, it just contracts this to a civilian shipyard. It does provide crew and troop replacements, administrative support (the Navy flies on paper), docking facilities, fuel storage and refueling assistance, restocking and shore facilities for crew.