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Ftl terraforming
Ftl terraforming











It worked, for the most part, but the organisms produced much more water than the scientists and engineers expected, almost completely flooding the planet.Ītmospheric composition (near surface, by volume): This would have the effect of producing a breathable atmosphere, reducing the surface pressure from 92 bar to just over 1 bar, eliminating the planet's greenhouse effect, and creating a fertile base of soil and water. Organisms (namely green slime, brown mold, and their ilk.) were built specifically to remove the CO2 and other toxins from the Venusian atmosphere and convert it directly into oxygen, water, soil, and other byproducts. Venus, in my game, will have been the first great experiment in bio-engineering. It just has far, far too much CO2 and no O2. The trouble with Venus is (1) the vast amount of CO2 in the atmosphere, which also causes a very high atmoshperic pressure, and (2) significant concentrations of sulfur dioxide and other acidic poisons. Now, get ready for some pseudo-science this is the fiction part of my science fiction. With diverted comets, and properly bred plant-life of increasing complexity as the environment improves. My reasoning is that, in my campaign setting, Mars was terraformed the slow, old fashioned way. But once you have generators that manipulate gravity, breaking molecules and atoms down into their component protons, neutrons and electrons then rearranging them into another element shouldn't be that tough. Does the emperor clone themselves to preside over a larger swath of space? Do special agents train to destabilize governments since since sending more than one man is prohibitively expensive and time consuming? Does the Empire hoard secret wormhole space-lanes? What happens when a free-lancing freighter jockey discovers a faster way to get to Alderon?īut I digress.Oh, certainly Mars is easier than Venus. One fun part of SciFi is thinking of ways around that problem. It is hard to be an empire if the news of a pending revolt arrives months after the rebellion has succeeded. That is why I listed the lag times in the NEW Era, showing that interplanetary communication takes a lot of time. One of the central issues that limit the scope of a civilizations reach is communication. While the setting might be 23rd century you might encounter a planet with a civilization that has only progressed to using steam power and list the planet as "M2D" until you have time to flesh out the world for your players. On the other hand, later in this period you can find them everywhere and master craftsmen ply their trade.Īdditionally, you can use these codes for shorthand descriptions when exploring space. If your setting is designed for early in this period, the muskets will be rare and possibly unreliable. For instance early muskets are found during the third period of the third Age in the Old Era, listed as "O3c". With this sort of scale fleshed out, equipment and tech upgrades can be pinned in time using a quick code using the Era, Age, and Period. Gene-engineering colonist compatibility.Generation ships start out to distant stars.Subluminal drives enable colonizing of the solar system.The Change: Rise of the Merchant Class and broader access to education.Burgeoning Trade, Plate Mail becomes widely available.The Change: Take to the Seas! Trade and opportunity.City-States, Steel and alchemy is discovered.The Change: Population centers end the clan life-style.Human’s ascendant, Stone and Bone weapons.Once introduced in mid-CaveMan, versions with new materials have been made throughout time.

ftl terraforming

Items from previous Ages are often collector items, although some technology stays constant. Items from the next period may be available at a higher cost and are usually unreliable. Items from earlier periods in the same Age become cheaper and easier to find, but masterwork items get harder to find and more expensive as the experts who make them no longer ply their trade. And then some major change rips everyone back to the start.Įach period has a given tech level. These periods tend to follow the same pattern of nervous exploration to staking claim to confident ownership. Each Age has up to 6 periods, usually keyed on a technological advancement or social construct. Please keep in mind that these are very initial musings

ftl terraforming

To that purpose I want to share my initial musing on the topic of framing setting assumptions and availability of tech. But not much in terms of helping build a new setting and grow it within a framework of assumptions. In a couple places it is mentioned that NEW assumes the 23rd century and has comments about equipment fading into obscurity, etc. Feedback with regards to tech levels and creating settings.













Ftl terraforming