Difference between revisions of "TL"
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== Concept == | == Concept == | ||
+ | The concept of technology level comes from [[Classic Elite]]. Classic Elite got it from role playing, where there were two sources. | ||
+ | === Space Opera RPG (Role-playing game) === | ||
+ | Click here: [http://www.elitehomepage.org/archive/a0000020.png 1980 RPG "Space Opera" Rulebook Vol 2 p78 detail] - link from [[Ian Bell]]'s website | ||
+ | |||
+ | === Traveller RPG === | ||
{{QuoteText|Text=Using [https://wiki.travellerrpg.com/Technology_Level Traveller] as a guide, | {{QuoteText|Text=Using [https://wiki.travellerrpg.com/Technology_Level Traveller] as a guide, | ||
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:TL7-9 is the "Middle Technology Epoch", possessing increasingly advanced technologies including space travel, advanced computers, and increasingly dense cities | :TL7-9 is the "Middle Technology Epoch", possessing increasingly advanced technologies including space travel, advanced computers, and increasingly dense cities | ||
− | (I'd estimate that present-day Earth is maybe TL7).|Source=([ | + | (I'd estimate that present-day Earth is maybe TL7).|Source=([https://bb.oolite.space/viewtopic.php?p=269635#p269635 Disembodied])}} |
− | ''From a discussion on the ability to show city lights on the night side of planets with Oolite v.1.90: note that Technology Level was inherited (unchanged) from [[Classic Elite]], which was influenced by the Traveller RPG.'' | + | ''From a discussion on the ability to show city lights on the night side of planets with Oolite v.1.90: note that Technology Level was inherited (unchanged) from [[Classic Elite]], which was [https://bb.oolite.space/viewtopic.php?p=35949#p35949 influenced by the Traveller RPG].'' |
---- | ---- | ||
− | == Significance == | + | == Significance of TL == |
− | === TL, politics & economy === | + | === (1) TL, politics & economy === |
Generally speaking, in the [[Vanilla game]], the highest TL systems tend to be highly industrialised corporate states. The lowest TL systems tend to be poor agricultural anarchies. | Generally speaking, in the [[Vanilla game]], the highest TL systems tend to be highly industrialised corporate states. The lowest TL systems tend to be poor agricultural anarchies. | ||
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This can, of course, be upended by such OXPs as [[Famous Planets]] which relabels Sori as [[Ascension]], a new TL16 anarchy in the bottom right-hand corner of Galaxy 1! | This can, of course, be upended by such OXPs as [[Famous Planets]] which relabels Sori as [[Ascension]], a new TL16 anarchy in the bottom right-hand corner of Galaxy 1! | ||
---- | ---- | ||
− | === Equipment | + | === (2) Impact on availability of Equipment === |
In-game, TL determines what you can purchase at your local Orbital Station shipyard on the [[F3 page (ship outfitting)]]. | In-game, TL determines what you can purchase at your local Orbital Station shipyard on the [[F3 page (ship outfitting)]]. | ||
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---- | ---- | ||
− | === Commodities | + | === (3) Impact on availability of Commodities === |
There is no change in the [[Vanilla game]] as to whether you can buy computers at a TL1 industrial system! Well... industrial TL1's don't exist as adumbrated above, but you get the idea! | There is no change in the [[Vanilla game]] as to whether you can buy computers at a TL1 industrial system! Well... industrial TL1's don't exist as adumbrated above, but you get the idea! | ||
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---- | ---- | ||
+ | == The Dark Side == | ||
+ | Note that as regards programming (''eg''. [[Equipment.plist]]s), you need to add "1" to the TL there as the programming TL starts at 0! | ||
+ | ---- | ||
== Links == | == Links == | ||
*[[Economics]] | *[[Economics]] | ||
− | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=2&t=21022 BB Discussion] (2021) |
− | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=2&t=17629 A discussion of GalCop technology.] (2015) |
+ | |||
+ | *[https://bb.oolite.space/viewtopic.php?p=63097#p63097 Musings on Galactic Technology] (2008 - start with SimonB's thoughts and then skip down to ZygoUgo) | ||
+ | |||
+ | *[https://bb.oolite.space/viewtopic.php?p=113258#p113258 Episodic minor variations in TL (2010)] | ||
− | [[Category:Factual | + | [[Category:Factual]] [[Category:Concepts]] |
Latest revision as of 09:02, 15 August 2024
The Technology Level of the Planet/System in question.
Concept
The concept of technology level comes from Classic Elite. Classic Elite got it from role playing, where there were two sources.
Space Opera RPG (Role-playing game)
Click here: 1980 RPG "Space Opera" Rulebook Vol 2 p78 detail - link from Ian Bell's website
Traveller RPG
Using Traveller as a guide,
(I'd estimate that present-day Earth is maybe TL7). |
(Disembodied) |
From a discussion on the ability to show city lights on the night side of planets with Oolite v.1.90: note that Technology Level was inherited (unchanged) from Classic Elite, which was influenced by the Traveller RPG.
Significance of TL
(1) TL, politics & economy
Generally speaking, in the Vanilla game, the highest TL systems tend to be highly industrialised corporate states. The lowest TL systems tend to be poor agricultural anarchies.
Politics
Of the 10 systems with TL13+ some 6 are corporate states (1 democracy, 2 confederacies, 1 communist). Of the 11 systems with TL2 or less, 6 are anarchies, 4 feudal & 1 multi-government. See Oolite planet list/Galaxy 1 for some helpful tables.
The extremes. The only system with a TL of 15, Ceesxe, a corporate rich industrial state inhabited by avians, is located towards the middle of the top edge of Galaxy 1. There are two anarchies with a TL of 1, both being poor agricultural economies. Maesin is almost directly opposite Ceesxe, on the bottom edge of the map (populated by rodents). Qudira is in the top right hand corner (populated by human colonials).
Economics
The very lowest TL systems are all poor agricultural. The lowest mixed economies (mainly agricultural/mainly agricultural) have TLs of 5. The lowest industrials have a TL of 6.
The very highest TL systems are all rich industrials. The highest TL purely agricultural systems only manage a 9!
OXPs
This can, of course, be upended by such OXPs as Famous Planets which relabels Sori as Ascension, a new TL16 anarchy in the bottom right-hand corner of Galaxy 1!
(2) Impact on availability of Equipment
In-game, TL determines what you can purchase at your local Orbital Station shipyard on the F3 page (ship outfitting).
Equipment | Function | Tech Level | Price (₢) | In BBC Elite? |
---|---|---|---|---|
Fuel | Propulsive | 1 | varies | yes |
Missile | Offensive | 2 | 30 | yes |
Cargo Bay Expansion | Mercantile | 2 | 400 | yes |
E.C.M. System | Defensive | 3 | 600 | yes |
Pulse Laser | Offensive | 4 | 400 | yes |
Beam Laser | Offensive | 5 | 1,000 | yes |
External Heat Shielding | Astrogatory | 5 | 1,500 | no |
Fuel Scoops | various | 6 | 525 | yes |
Multi-Targeting System | Offensive | 6 | 325 | no |
Passenger Berth | Mercantile | 6 | 825 | no |
Advanced Navigational Array | Astrogatory | 7 | 2,250 | no |
Advanced Space Compass | Astrogatory | 8 | 650 | no |
Escape Pod | Defensive | 7 | 1,000 | yes |
Maintenance Overhaul | Maintenance | 7 | varies | no |
Quirium Cascade Mine | Offensive | 7 | 2,500 | no |
Extra Energy Unit | Defensive | 9 | 1,500 | yes |
Target System Memory Expansion | Offensive | 9 | 1,250 | no |
Docking Computers | Astrogatory | 10 | 1,500 | yes |
ECM Hardened Missile | Offensive | 10 | 350 | no |
Wormhole Scanner | Astrogatory | 10 | 2,395 | no |
Galactic Hyperdrive | Propulsive | 11 | 5,000 | yes |
Military Laser | Offensive | 11 | 6,000 | yes |
Mining Laser | Mercantile | 11 | 800 | yes |
Shield Boosters | Defensive | 11 | 14,750 | no |
Witchdrive Fuel Injectors | Propulsive | 11 | 600 | no |
Scanner Targeting Enhancement | Offensive | 12 | 450 | no |
Integrated Targeting System | Offensive | 12 | 1,500 | no |
Military Shield Enhancement | Defensive | 14 | 47,550 | no |
Naval Energy Unit | Defensive | ?? | ?? | no |
So, for example, Military Shield Enhancement is purchasable only at one of the systems with TL 14 or 15 in Galaxy 1 (there are just 5 of them).
Note on Maintenance
While the cost of Maintenance is not affected by TL, the higher the TL of the system, the longer the maintenance lasts.
OXP additions
OXPs for equipment & weapons will add to this list, of course. As will a few others such as Vimana HUD & GalCop Missions ... Note that some OXPs shorten the list - most noticeably Weapon Laws which will remove weapons from the list depending on the political complexion of the system.
Note also that OXP shipyards can be a little different - especially those on visiting ships such as a naval Behemoth.
(3) Impact on availability of Commodities
There is no change in the Vanilla game as to whether you can buy computers at a TL1 industrial system! Well... industrial TL1's don't exist as adumbrated above, but you get the idea!
SW Economy
But there is in SW Economy:
Agricultural Economies & TL - this includes the mainly agricultural (the higher TL systems tend to be such)
- Low TL and small planet size means no food/textiles/wine/furs/oxygen/medicine for sale
- Low TL alone means no oxygen/medicine
- Moderate TL means no medicine
Industrial Economies & TL - this includes the mainly industrial
- Low TL means no machinery/alloys/computers/luxuries for sale
- Moderate TL means no computers/luxuries
The Dark Side
Note that as regards programming (eg. Equipment.plists), you need to add "1" to the TL there as the programming TL starts at 0!
Links
- Economics
- BB Discussion (2021)
- A discussion of GalCop technology. (2015)
- Musings on Galactic Technology (2008 - start with SimonB's thoughts and then skip down to ZygoUgo)