Tech Level

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Tech Levels describe the current technological capacity of a species (or state). There are 10 levels (0-9) on the tech scale. It originates from the Victory By Any Means ruleset (specifically starting on Campaign Moderator's Companion, p. 99). The following are the rules, as they apply to the SFC RPG:

Note: These rules are in early development/adaption for SFC.

Note: For an alternate method, see Gurps Tech Levels.

Terms

Starting Points
This is the number of RPs the species has when inserted into the campaign and are available to purchase assets. In each case, the starting point amount is determined relative to the species' beginning system income. For example, a TL 4 (Emerging Interstellar) species is stated to begin with “2 x Total Domestic Product” in starting points. If the final system output of the species’ controlled systems is 87, then the species would have 87 x 2 = 174 economic points to spend on its initial infrastructure.
Pre-Contact Exploration
This level determines the amount of systems (within a predetermined distance from the home system) that species has explored (prior to campaign insertion), by percentage. Each value represents a percentage of stars explored within a given radius in lightyears from the homeworld. The range of radii are as follows: 0-10 ly / 10-30 ly / 30-100 ly / 100-300 ly / 300-1000 ly / 1000 - 3000 ly.

The method to be used to determine this has not yet been established.

Number of Colonized Systems
This is the number of colonized systems controlled by the species at contact. This is represented as a fixed number plus a random modifier based on the species' pre-campaign exploration. A species that has performed more extensive pre-campaign exploration will typically have more (or larger) colonies than those that have not journeyed very far from home.
Tech Advancement Requirement
A tech advancement requirement exists for all pre-Interstellar civilizations. This requirement is the amount of tech investment required to reach the next level of technological development. Tech development progresses linearly, from TL 0 (Pre-Industrial) to TL 1 (Early Industrial); from TL 1 to TL 2 (Late Industrial); from TL 2 to TL 3 (Interplanetary); and (finally) from TL 3 to TL 4 (Emerging Interstellar). Unlike normal tech advancement, new technological levels are reached as soon as the last required point of tech investment is applied to the advance (i.e., no rolls necessary). The method to be used to determine this has not yet been fully established.

Tech Level 0: Pre-Industrial Level

Starting Points
None
Pre-Contact Exploration
None
Number of Colonized Systems
None
Tech Advancement Requirement
2000
Overview
Pre-industial civilizations range in technological sophistication from primitive Stone Age savages to fairly advanced Iron Age city-states. TL 0 civilizations are not sufficiently advanced to have a major impact on a campaign and their chance of achieving industrialization (let alone spaceflight!) during the course of the campaign is extremely remote. TL 0 powers are under several special restrictions due to their small size and technological naiveté. TL 0 powers cannot experience population growth; they ignore all population growth checks. TL 0 powers do not begin play with any Productivity and are incapable of purchasing Productivity improvements until they achieve TL 2. In fact, TL 0 Census cannot even utilize Productivity unless enslaved.

Tech Level 1: Early Industrial

Starting Points
None
Pre-Contact Exploration
None
Number of Colonized Systems
None
Tech Advancement Requirement
1000
Overview
Early industrial civilizations have begun the process of industrialization, developing more advanced technologies for use in medicine, transportation, and war, among other applications. Although they have the beginnings of a heavy industrial society, TL 1 civilizations do not have the capacity to meaningfully combat the forces of more advanced powers. As with TL 0 powers, TL 1 powers begin play without any native Productivity. Unlike TL 0 powers, TL 1 powers can build Productivity. This creates a situation in which the TL 1 power will remain largely stagnant until a random event or exterior power provides the economic points to purchase their first Productivity point, jump-starting their economy. Other than this limitation on starting Productivity, TL 1 powers are under no other special penalties.

Tech Level 2: Late Industrial

Starting Points
1 x Total Domestic Product
Pre-Contact Exploration
Home system only
Number of Colonized Systems
None
Tech Advancement Requirement
500
Overview
Late industrial civilizations have advanced their technology to the point that orbital spaceflight and unmanned solar missions are possible. Limitations in drive technology continue to limit the TL 2 power to their world of origin, but for the first time in their history they are capable of building and operating meaningful industrial infrastructure. TL 2 powers begin play with half their normal starting Productivity (round down). TL 1 powers that advance to TL 2 through tech investment receive a single point of Productivity immediately upon reaching TL 2. This is in addition to any other Productivity they possessed prior to the tech advance. TL 2 is the first stage of technological development in which a power is allowed to build space units. TL 2 powers cannot build starships or civilian fleets (Colony, Transport, Trade), but they are allowed to build primitive bases, flights, mines, and satellites. These units should be extremely crude and primitive compared to those fielded by more advanced powers.

Tech Level 3: Interplanetary

Starting Points
2 x Total Domestic Product
Pre-Contact Exploration
Home system only
Number of Colonized Systems
None
Tech Advancement Requirement
250
Overview
Tech Level 3 is the age of interplanetary spaceflight. TL 3 civilizations are largely equivalent to later interstellar civilizations except that they have not yet developed a form of FTL propulsion. This limits them to their system of origin. TL 3 powers should be treated as any other power, except that their units are incapable of making use of subspace propulsion. A TL 3 power will only be able to move between star systems once they reach TL 4.

Tech Level 4: Emerging Interstellar

Starting Points
2 x Total Domestic Product
Pre-Contact Exploration
50/0/0/0/0/0
Number of Colonized Systems
1 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
Emerging interstellar powers are civilizations that only recently discovered FTL travel. These powers have made their first cautious steps into the galaxy but have not yet founded true interstellar empires. At TL 4, a power is first able to traverse through subspace but at speeds below warp 5. This is impossible prior to achieving this level of technological sophistication.
Note
This era is represented in Star Trek: Enterprise.

Tech Level 5: Developing Interstellar

Starting Points
3 x Total Domestic Product
Pre-Contact Exploration
75/25/0/0/0/0
Number of Colonized Systems
2 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
Developing Interstellar powers have survived the infancy of their entrance into space and have succeeded in founding a small yet thriving interstellar empire. The borders of a TL 5 empire continue to expand with every newly explored star system, giving more opportunities for profit—or peril.
Note
This era is represented by the Federation from its founding up through the end of The Original Series.

Tech Level 6: Mature Interstellar

Starting Points
4 x Total Domestic Product
Pre-Contact Exploration
100/50/25/0/0/0
Number of Colonized Systems
4 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
Tech Level 6 powers have developed mature interstellar empires. Exploration programs, which reached their heights during the TL 4 and TL 5 stages of development, have slowed. In the absence of an ever-expanding frontier, the population of a TL 6 power has begun settling into the varied star systems explored thus far by their empire’s scouting forces.
Note
This era is represented by the Federation from 2270 to 2340.

Tech Level 7: Expansive Interstellar

Starting Points
5 x Total Domestic Product
Pre-Contact Exploration
100/100/100/75/50/0
Number of Colonized Systems
6 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
Civilizations that have reached TL 7 are extremely powerful and control a large swath of territory. Expansive interstellar powers have been in space for hundreds, if not thousands, of years. In their travails they have explored far from their homeworld and possess colony worlds equal to or greater than their own homeworld.
Note
This era is represented by the Federation from 2340 on.

Tech Level 8: Elder Interstellar

Starting Points
6 x Total Domestic Product
Pre-Contact Exploration
100/100/100/100/75/50
Number of Colonized Systems
10 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
Tech Level 8 powers are old and powerful, even more so than a TL 7 power. TL 8 powers are relatively rare, however. Once contacted, they can make almost unstoppable enemies or allies.

Tech Level 9: Ancient Interstellar

Starting Points
8 x Total Domestic Product
Pre-Contact Exploration
100/100/100/75/50
Number of Colonized Systems
15 + 1 per 8 systems explored (round down)
Tech Advancement Requirement
N/A
Overview
The final expression of interstellar power is embodied in TL 9 status. The empire controlled by a single ancient interstellar power is equal to those of half a dozen lesser powers combined. With that level of economic and military potency, few can stand against the fury of an INT-6 power bent on their destruction.