Setting Basics
Jul 15, 2015 17:09:50 GMT -6
Post by Admin on Jul 15, 2015 17:09:50 GMT -6
-- Interplanetary travel has existed for some time. Treaties have been made and most factions are at least vaguely aware of one another. Historically, slow drives meant travel times that could range from years to decades, so contact was mostly formal with little direct meaning. Wars, while possible, were enormously difficult and expensive undertakings.
-- Within the last decade the discovery of traversable wormholes and the development of warp drives has drastically cut travel times, allowing nations to realistically expand beyond their home systems and partake in trade, diplomacy and warfare with one another.
-- All homeworlds (your starting planet) start fully developed. You've had time to fully exploit and develop that world to the point where continued expansion requires reaching out into space.
-- Some nations may, at some point in their past, have had interstellar colonies, either as part of some long forgotten (at least 5,000 years ago, please) empire or as an attempt to use slower "arc ships" for colonization.
-- There is a preexisting network of diplomatic treaties and translation protocols established when everyone thought they were just formalities because FTL didn't exist yet. These include agreements for signaling truces, signifying medical or civilian ships, and diplomatic immunity.
-- "Small" Bonuses are usually +1 or +2 on a 2d10 scale. "Normal" Bonuses are usually +3 to +5, and "Large" Bonuses are higher than that. Exact numbers and die rolls can vary with the situation.
-- The "Generic" system usually has a planet or planets with 2 habitable sectors, and the potential to terraform other planets for 4 more sectors. Actual variation can go from systems with no habitable planets up to abundantly habitable worlds with potentially 6-8 sectors.
-- Events/Modmarks happen at mod discretion, usually as a result of extraordinary events.
-- Radio and short-range FTL communication exist, while long-range FTL communication requires courier ships. Long range FTL is available through the development of an Ansible Station.
-- You can spend industry on projects other nations are doing (such as building a ship or industrial sector) but you cannot give or trade industry points.
-- Within the last decade the discovery of traversable wormholes and the development of warp drives has drastically cut travel times, allowing nations to realistically expand beyond their home systems and partake in trade, diplomacy and warfare with one another.
-- All homeworlds (your starting planet) start fully developed. You've had time to fully exploit and develop that world to the point where continued expansion requires reaching out into space.
-- Some nations may, at some point in their past, have had interstellar colonies, either as part of some long forgotten (at least 5,000 years ago, please) empire or as an attempt to use slower "arc ships" for colonization.
-- There is a preexisting network of diplomatic treaties and translation protocols established when everyone thought they were just formalities because FTL didn't exist yet. These include agreements for signaling truces, signifying medical or civilian ships, and diplomatic immunity.
-- "Small" Bonuses are usually +1 or +2 on a 2d10 scale. "Normal" Bonuses are usually +3 to +5, and "Large" Bonuses are higher than that. Exact numbers and die rolls can vary with the situation.
-- The "Generic" system usually has a planet or planets with 2 habitable sectors, and the potential to terraform other planets for 4 more sectors. Actual variation can go from systems with no habitable planets up to abundantly habitable worlds with potentially 6-8 sectors.
-- Events/Modmarks happen at mod discretion, usually as a result of extraordinary events.
-- Radio and short-range FTL communication exist, while long-range FTL communication requires courier ships. Long range FTL is available through the development of an Ansible Station.
-- You can spend industry on projects other nations are doing (such as building a ship or industrial sector) but you cannot give or trade industry points.