Traveller: The New Era

ALTERNATE Collapse Effects

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Date: Mon, 9 Jan 1995 12:06:23 -0500
From: CyHiggin@aol.com
Subject: ALTERNATE Collapse Effects

The following are modifications to the "standard" Collapse Effects
Determination rules; the modified rules are a draft of rules for
implementing the "Alternate Vision" Collapse described in an 
earlier post.  

I also have a REXX script COLLAPSE.CMD that processes 
standard Genie-format sector files and SSV  subsector files thru
the modified rules.  Like VIRUS.CMD, it will be available thru
e-mail by request to me, until AOL adds ftp upload capability,
or until my local FIDO bbs adds ftp capability.  OS/2 users will
also need RXMATHTN.DLL for the various math functions used
in the growth equation.  Amiga REXX, Unix REXX and other REXX
users will have to figure out their own conversions -- it shouldn't
be too hard, as the skeleton of VIRUS.CMD and COLLAPSE.CMD
was converted from Guy Garnett's HARDTIMES Amiga REXX
script in the first place.
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Alternate Collapse Effects Determination

Based on "Collapse Effects Determination", pp 190-191 of TNE Rulebook 
with the following modifications:

Step 1) Calculate Maximum Sustainable Population (MSP)     normally, except
for ALIEN HOME WORLDS and ALIEN 
    COLONIES.  "Alien" here  means all non-humans and any 
    heavily altered minor human races  

(Referee's discretion).  "Home World" means the world where the 
    Alien race EVOLVED; e.g.  Kushyu for the Aslan, Darrian for 
    Darrians.  All Terra-evolved races (major human races, Vargr, 
    uplifted races) should use the normal mods, but note the special 
    Hydrographics mods below for aquatic races when applying 
    MSP to Dolphins.  "Colony" means a world settled by the Alien 
    race.  In  alll cases, "native" refers to HOME WORLD statistics, 
    and "local"  refers to the COLONY world being assessed.  

    - If ALIEN HOME WORLD, only size mods apply when calculating MSP.  
    HOME WORLD is assumed to be otherwise optimal for ALIEN race.  

    - If ALIEN COLONY, caculate MSP with the following mods:

         Size:  no changes.

         Atmosphere:  
            - If native atmosphere is A or higher, and local
         atmosphere is different code or composition, MSP is 0.
            - If local atmosphere is one level lower density or two
         levels higher than native atmosphere, mod = -1.
            - If local atmosphere two levels lower density than native
         atmosphere, mod = -2.  
            - If local atmosphere has different or opposite taint than
         native atmosphere (e.g.  tainted if native is untainted or 
         sulphur taint if native has nitrogen compound taint, etc), 
         mod = -1.  

         Hydrographics:  
         Special case:  aquatic race 
            Hydro 3,4 :  mod = -1
            Hydro 1,2 :  mod = -2
            Hydro 0 :  uninhabitable (MSP is 0)

         Otherwise, 
         - If local hydro code is 3+ higher OR 5+ lower than
         native hydro code, mod = -1.
         - If local hydro code is 7+ lower than native, mod = -2.  

Step 2) Tech Decline
    - If Pre-Collapse Tech Level was 0-8, and HOME WORLD, or 
    ISOLATED/INTERDICTED WORLD, there is NO decline, and 
    Tech Advance (Step 2A) should be checked for.
    - Otherwise, check for Tech Decline normally, with the following 
    modifications to the table:  
        B-C             2d6
        D+              7+2d6

Steps 3&4) Calculate normally.
Step 9) Do Population Recovery step NOW.
    Grow population since Collapse to max of MSP at 
    (MSP * 0.15% + 0.5%) per year (or any more realistic growth
    equation you wish to use)..  Alter Pop Code as necessary.

Step 7&8) Do now: reroll Post-Collapse Gov and Law based on 
    new Pop Code.

Step 2A) Tech Advance : only check if sent here by modified Step 
    2 above.
    - Roll 1d3 + the following mods for number of TLs to advance; 
    treat results < 0 as 0. 

    Time Since Collapse             Pre-Collapse TL
    -------------------             ---------------
    <100 years      -1              TL <= 1     -2
    100-300 years   0               TL 2        -1
    300-500 years   +1              TL 3-5      0
    500-800 years   +2              TL 6-8      +1
    >800 years      +3              

    Post-Collapse Pop Code          Post-Collapse Gov Code
    ----------------------          ----------------------
    Pop <= 3    no change possible  Gov 7           +1*
    Pop 4-5         -3              Gov 2,4,A       +1
    Pop 6           -2              Gov 6,8,B,C     -1
    Pop 7           -1              Gov 3,9         -2
    Pop 8           0               Gov E           -3
    Pop 9           +1              Gov D,F,0       -4
    Pop A           +2              all others      0

                                    *cumulative with other gov mods.

    Post-Collapse Law Code:         +(6-Law)/4, drop fractions
    Intact Pre-Collapse Era Base:   -4

    - Special case:  Balkanized worlds.  
        (1) Quick method:  assume most of population is part of one
    government.  Determine that government type and use its 
    modifier plus Gov 7 mod with world pop code mod.
        (2) Detail method:  determine government type and population
    for each nation.  Calculate TL independently for each nation 
    based on individual Gov and Pop mods plus Gov 7 mod. 
    Assign the highest resulting TL to world, as technology will 
    rapidly filter out to rest of the nations.  Reserve a few items of 
    top TL to high TL nation as "Military secrets".

Step 2B) Modify MSP. After final Post-Collapse TL is determined, 
    modify the MSP as follows:  

    TL 0-2 : MSP - 1
    TL A-F : MSP + 1

Step 5) Starport
    - Calculate starport decline as normal, except that No TL decline 
    means No Starport decline.
    - If new starport or spaceport quality does not meet the following 
    guidelines, lower starport or spaceport quality until it does.  
 
        A : minimum TL 9, minimum Pop 4
        B : minimum TL 7, minimum Pop 4
        C : minimum TL 5, minimum Pop 3
        D,F,G : minimum TL 4, at least 1 person
        E,H : no minimum TL, at least 1 person
        X,Y : no minimums

    - If Tech Level has advanced, check for Starport Improvement.  
    Roll 1d6.  If result is less than TL advance, starport improves 2 
    facility levels, providing TL and Pop minimums are met.  If result 
    equals TL advance, starport improves 1 facility level (providing 
    TL and Pop minimums are met), otherwise it stays at 
    Pre-Collapse level.

Step 6) Bases
    - All pre-Collapse Era bases are ruins, at best.  Check survival 
    only if necessary for Tech Advance Check, or if you wish to 
    distinguish excavatable ruins from glass-lined craters.  
    - Reroll Base Check, checking for Post-Collapse non-Imperial 
    military bases using new starport.  


New Trade Codes
---------------
        Hw - Home World
        Ac - Alien Colony
        Ru - has Imperial-era ruins

Designer's Notes: Alternate Collapse Effects.

(1) The reasons behind the Alien Homeworld rule should be
obvious.  The TNE rules seem to assume humans or other races
that prefer Earth-like worlds when calculating Maximum Sustainable
Population (MSP) and that is ridiculous when considering
methane-breathing nightmares from iceball worlds.  There is also
no consideration of aquatic races: Humans may survive on a 
Hydrographics 1 or 0 world, but Dolphins are going to have a 
hard time of it.  Conversely, Hydro A worlds should be more 
habitable, not less for races like Dolphins and Githaskio.

Referee's discretion will still be necessary: the rules don't reflect
the odd races that can live comfortably in a very wide range of
environments, such as the H'hkaar, or races very sensitive to 
minute changes in their environment, such as Ael Yel.

(2) In the Alternate Vision, the Collapse was caused by a 
combination of war (Hard Times), sudden rearrangement of
trade routes (two supernovas) and the instaneous failure of
all gravitic technology (??).  In our universe, we have assumed
that the sudden jump in fusion plant efficiency at TL 13 under
MegaT technology was due to gravitic fields replacing magnetic
fields in the standard "Tokamac" style fusion plant.  Thus the 
severe tech drop at TL 13 and above -- all power plants, all
transportation, and many dependent techonologies are 
irrepairably dead.

Low tech isolated/interdicted or "native" worlds are assumed to
have their own pre-gravitic technological base, and a more-or-less
self-sustaining economy, and be less affected by the loss of
gravitic technology and interstellar trade.  In fact, now that they 
are not being held down by the heavy hand of the Imperial
Megacorporations, they may be able to advance in technology
over the 700-odd years of the Collapse.

(3) Use the growth equation of your choice.  I assume that more
hospitable worlds will grow faster.

(4) 700 years later, these might as well be new worlds.  So you
might as well re-roll government and law level from scratch.


Continued in part 2....

                                             -- Cynthia