UWP Tech Level?

That is Traveller's biggest flaw. Everything is generated in isolation. Look at almost every book that has ever been put out. Almost none of them were actually designed and tested to work together and work within the rules. Drives Me nuts as a worldbuilder, because in worldbuilding, everything is connected. Nothing is built or designed in isolation, even if the society that you are writing about is completely isolated.
 
The Milieu:0 values shown when that Era/Milieu setting is chosen AFAIK are taken from T4 Milieu:0 Campaign (Errata Corrected). But @InexorableTash would be the person to ask.
They are taken from that, but not Errata corrected AFAICT (as far as I can tell... oh, why use words when letter can do), It seems to have the procedure for First Survey that was literally broken (as in GOV=LL) and it doesn't looks like annoy overlay any lore over the poorly, random generated social characteristics (Vland shows as Pop 3, for instance.) Not sure what was corrected in the Errata).

That whole setting had a lot of potential, but since it covered such a long time period, it's difficult to pin down. Would have been better to set it in ~60 to start, and develop that, then once that was developed, look at different points of time. But that's just my opinion.
 
Using Geir's logic every world within the Spinward Marches should be TL15, there are several TL15 worlds that can manufacture all the TL15 goods and spares needed for the entire Imperial world presence. I have no idea how many TL15 high population worlds there are in Deneb, and there are too many different versions of that sector to reference it in any case.
That's not at all what my logic dictates, though it may be the way you're interpreting it. What it tells me is that there are some limitations to the amount of tech that can be support by trade in both theory (capacity) and practice (neglect or indifference). Some fodder for developing a Merchant Prince book (which if you call it a... PrinceX book, would also cover Pocket Empires, Wolrd Tamesrs, and... princesses?)
That is Traveller's biggest flaw. Everything is generated in isolation. Look at almost every book that has ever been put out. Almost none of them were actually designed and tested to work together and work within the rules. Drives Me nuts as a worldbuilder, because in worldbuilding, everything is connected. Nothing is built or designed in isolation, even if the society that you are writing about is completely isolated.
See, I think it's Traveller's biggest strength. You can look at something and say 'Well, that's stupid" or you can look at the same thing and say, "Well, why is it so? What does that tell me, or what can I make up to explain it?"
 
This is another era book in the making - the expansion of the Sylean Federation and the rise of Cleon,

The story begins in -650 when the single world Kingdom of Sylea begins expansion, colonisation and conquest to form the Sylean Federation.
 
That's not at all what my logic dictates, though it may be the way you're interpreting it.
It is the logical extension of how you described local TL. I can mail order any TL15 item to any world in the Spinward Marches. If an individual vehicle say costs 10MCr the shipping cost is a small fraction of that. Or take an example of 1 ton of weapons consisting of laser rifles. Each laser rifle has an increased cost due to the transportation charge, but per it it is not a big add on.

For some goods the transport cost would make it very expensive, but for expensive goods the transport cost is a triviality.
What it tells me is that there are some limitations to the amount of tech that can be support by trade in both theory (capacity) and practice (neglect or indifference).
This is deliberate. The high population TL15 worlds maintain their wealth by selling goods, the last thing they would want to do it trade the manufacturing capability to another world that can then become self sufficient or worse begin to take market share.
Some fodder for developing a Merchant Prince book (which if you call it a... PrinceX book, would also cover Pocket Empires, Wolrd Tamesrs, and... princesses?)
Yes a Merchant prince book would be nice to have, but if it is anyhting like previous attempts at modelling interstellar economies it is doomed to fail.
Do you model the trade within the Imperium? What about a bespoke setting? What are your underlying economic principles.
See, I think it's Traveller's biggest strength. You can look at something and say 'Well, that's stupid" or you can look at the same thing and say, "Well, why is it so? What does that tell me, or what can I make up to explain it?"
I completely agree, and I will go one step further and say that I am likely in the minority in that I don't want detailed rules, they end up being a hindrance. Take GURPS Far Trader - great trading supplement, right? I hate it. I do not agree with its underlying economic principles as I don't think they fit the Imperium as it has been described.
 
That's not at all what my logic dictates, though it may be the way you're interpreting it. What it tells me is that there are some limitations to the amount of tech that can be support by trade in both theory (capacity) and practice (neglect or indifference). Some fodder for developing a Merchant Prince book (which if you call it a... PrinceX book, would also cover Pocket Empires, Wolrd Tamesrs, and... princesses?)
This makes every planet in the Imperium TL-15
See, I think it's Traveller's biggest strength. You can look at something and say 'Well, that's stupid" or you can look at the same thing and say, "Well, why is it so? What does that tell me, or what can I make up to explain it?"
If I have to explain every planet anyhow in an established setting, then why use the setting? The whole reason for creating your own setting is exactly that, so why pay for a setting if everything has to be interpreted? This makes every planet in the Imperium TL-15 and everything within a few jumps of Vincennes TL-16.
It is the logical extension of how you described local TL. I can mail order any TL15 item to any world in the Spinward Marches. If an individual vehicle say costs 10MCr the shipping cost is a small fraction of that. Or take an example of 1 ton of weapons consisting of laser rifles. Each laser rifle has an increased cost due to the transportation charge, but per it it is not a big add on.
This. Just because you can buy imported goods of a certain TL, does not make that world, that TL. I agree completely.
For some goods the transport cost would make it very expensive, but for expensive goods the transport cost is a triviality.

This is deliberate. The high population TL15 worlds maintain their wealth by selling goods, the last thing they would want to do it trade the manufacturing capability to another world that can then become self sufficient or worse begin to take market share.

Yes a Merchant prince book would be nice to have, but if it is anyhting like previous attempts at modelling interstellar economies it is doomed to fail.
Do you model the trade within the Imperium? What about a bespoke setting? What are your underlying economic principles.

I completely agree, and I will go one step further and say that I am likely in the minority in that I don't want detailed rules, they end up being a hindrance. Take GURPS Far Trader - great trading supplement, right? I hate it. I do not agree with its underlying economic principles as I don't think they fit the Imperium as it has been described.
You must hate science. Science is nothing but a bunch of increasingly detailed rules, just like game mechanics. :P Gravity is a hinderance. I want to fly by just willing it to happen. Sorry, science says no. Dammit! Science/rules really do hinder My fun... lol...

Although, I must say, that nothing fits the Imperium as described. It has been described too many different ways by too many different authors over too many editions with zero to no quality control or coordination between writers.
 
The Imperium is built on trade.

I don't really know what the future is going to be like, but it's likely that a lot of planetary populations will hit the wall of good enough.

At least, for the big items.

They can always import an iPhone.
 
They can always import an iPhone.
Which also means they need to import an iPhone network, a source for apps and updates, etc. And that's where it breaks down (literally). You can have your gadget, but there's a whole world wide (system wide) infrastructure that needs to be there to support it. And your meson comm isn't going to work well on a steam engine infrastructure. Importing a fusion plant only works if you can support that, and have people educated enough to run it and a whole web of services for support.

So yeah, a Traveller can probably get a TL15 item on a TL7 world (there's a whole Availability chart in the CSC for that) but that doesn't make it a TL15 world.
 
Which also means they need to import an iPhone network, a source for apps and updates, etc. And that's where it breaks down (literally). You can have your gadget, but there's a whole world wide (system wide) infrastructure that needs to be there to support it. And your meson comm isn't going to work well on a steam engine infrastructure. Importing a fusion plant only works if you can support that, and have people educated enough to run it and a whole web of services for support.

So yeah, a Traveller can probably get a TL15 item on a TL7 world (there's a whole Availability chart in the CSC for that) but that doesn't make it a TL15 world.
I agree with you. This is where the whole system breaks down for Me as well. Everyone always keeps telling Me that all of the rules in Traveller are "player-facing" meaning that they don't represent the reality of the setting, they only represent the tiny sliver of a percentage that PCs experience. You see this with the Profession skill. That is clearly not designed from the point of view of someone actually earning a living. It is a way for broke PCs to make a little money between adventures. Same with the entire Trade chapter of the CRB.

If you look at TL the same way, then TL only represents what is available to PCs on that world. It could be a TL-26 world, but PCs can only access up to TL-12, hence the planet is listed as TL-12. My guess is, that is why the rule exists that in special circumstances this number can be adjusted up or down by up to 2 TLs. To reflect that the TL in the UWP is not the actual TL of the world, it is merely what TL the PCs can interact with on that world, with some room for raising or lowering it as the Referee needs.

So, I have no idea what rules are "player-facing" and what rules are internal game mechanics.

On the upside, confusion such as this is what gives us cool forums such as this to chat with each other. :)
 
In reality it's complex.

If you treat real world countries as planets you can see that access to a high tech industrial powerhouse helps with having high tech stuff, but generally prevents or even kills off local capacity to make it. Australia originally had a healthy vehicle manufacturing industry... but it was bought up by American car manufacturers like GM and Ford, and then we just had foreign owned factories. Which have ALL closed now after it stopped being cost effective for the overseas owners to build the cars they were going to sell to Australians in Australia. Our fledgling aviation manufacturing industry petered out in the 60's as overseas makers dominated the market.

So... I would have rated Australia around WW2 as around the same TL as the USA in regards to industry... but there it has basically stayed (Other areas such as medicine have kept up, or even gotten ahead). Not for lack of access to ideas, or an inability to develop (or retain) the capacity, but mostly just because it was cheaper and easier to rely on imports.

(This is one area where the jump drive side of things doesn't really make much difference. It takes weeks or months to ship manufactures from hubs to markets in both the real world and in Traveller. Yes, the real world has air freight, but that only covers a tiny fraction of bulk transport. )

So yeah. I take the TL as generated without a lot of interpretation as ability to make stuff.
 
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For industries to you a certain critical mass of local demand to sustain them, with or without government subsidies.

Speaking of mass, our issue is volume in starships.

Software has none.

How many iPhones can you pack into fourteen cubic metres?

What's the range of a, what, an xG cell phone tower?

Or, do we switch to satellite?

Probably the real issue would be how large the datacentres need to be.
 
Some tech is clearly going to penetrate regardless of local capacity, though you also need to take into account local circumstances.

One TL6 world might be fully connected to the interstellar trade network and have fairly common access to higher tech perks; another may be a lost colony which hasn't even fully developed every TL6 advance. Another might be an alien society that's gotten to general TL6 but missed a few key ideas, which will be rapidly filled in after first contact.

Starport level is probably a good guide for that side of things. Any starport A or B is highly likely to have foreign operated satellites in use, with comms access and spacenet around the Starport location. Foreign ownership of production may be common, taking into account government and nearby systems and may well explain a high class starport on a low tech world to begin with.

C and D starport worlds will have average access to off-world stuff. They'll probably import some higher TL manufacture as long as they can maintain it. So you could see a TL 6 concrete and steel dam with TL12 manufactured turbine blades installed in a TL6 hydroelectric generator. The TL12 component lasts a lot longer and only rarely needs to be replaced, whereas the rest of the generator that is more likely to break down can be repaired locally.

E or X starport worlds are unlikely to have much off-world provided infrastructure at all, and in the case of X ones are probably interdicted societies where trade is actively blocked.
 
If low tech worlds buy lots of imports, they are going to be having constant trade balance problems. With a unified currency, this will end up also being a balance of payments problem, and they'll end up currency-poor and have difficulty with liquidity locally. Unless they have some very compelling exports, that is. Their economic basis might be mining, agriculture, tourism as these don't need tech to be valuable; also handicrafts and arts in the margins. industrial goods will be at a big disadvantage, but they might fill simple niche rolls. Maybe they can't build starships, but they could provide plumping fixtures for them, for example, but they'd be competing with fabricators on price, so it's gonna be rough getting contracts at low enough cost to pay your workers.

This means you could and probably will encounter TL 15 stuff everywhere, but low TL worlds MOSTLY just have low TL local stuff in their shops. Economics suggests you should be able to buy low TL stuff at bargain prices with your Imperial Credits, but mostly I just ignore this and use list price. Of course you can mail order the high TL stuff from off-world but working local jobs for local wages on a low TL world will mostly limit you to being able to afford low TL products, unless you are just on the low TL world for a short time, in which case you don't have time to wait for your package to show up. Maybe you can afford cheap stuff coming out on high TL manufacturing worlds - but cheap and simple rather than the fancy nice guns PCs always want. High TL manufacture can be used to make the good high TL stuff, but also could be turned toward turning out cheap consumer products at very low prices for mass markets. Interstellar travellers will always have access to a variety of items they picked up along the way, some of which are high tech.

IMTU I assume there are a variety of things going on - with products available from other worlds, at higher or lower tech available depending on the local market (local demand, shipping lanes, politics, proximity etc), but higher tech products will tend to be higher priced. But goods availability depends on a lot of things; even at high tech, not everything is made everywhere. Some low tech stuff is also nice and valuable, and sometimes even rare.

TL does mean something different on an outpost where nothing is manufactured. Obviously. The manufacturing TL is basically 0, but that would be absurd to label it as zero, if it is for example a TL 15 research station. It gives entirely the wrong impression of what is going on.

You need to use common sense in applying TL to what the PCs have access to and what they encounter.
 
Is there any consensus on what Tech Level means in a UWP?

Some say it is just tech knowledge. Others say it is infrastructure. Others that it is only what is available to most of the population of the planet. Others say that it is the max tech available to buy on a planet, such as with a planet's shipyards.

I have been tending to agree with the infrastructure theory, even though I don't like it. The problems come when you have planets that are high-tech, but extremely low-pop. How does a non-aligned planet with less than 100 people on it maintain a TL-C world if it is just infrastructure?
I have always treated it as a generalized concept. If a world is TL-12 (the Imperial average) one can expect that in the major areas the items and infrastructure and other parts of society are generally TL-12. Outside of the major areas you may see lower level tech (our own planet is an example - you can see people traveling in carts pulled by donkeys on their mobile phone). And just because a planet is TL-12 doesn't mean you can't or won't see higher TL items available. Some may be assembled or built locally using things imported from TL-13+ worlds. The general knowledge is available, but the rest of a societal and industrial infrastructure isn't available in enough quantity to raise the overall TL.

Basically it's just a rule of thumb. There was a Firefly episode where you had a guy in a hovercar with a laser pistol charging alongside men on horses with rifles. That's what I'd expect frontier planets to be like - a mish-mash of TL, with many things above the localized TL being imported. So still available, but more expensive. Pournelle in his CoDominium novels had similar things - planets that imported CAD/CAM machinery that took local raw materials and made advanced goods beyond the capability of the local system infrastructure to do on their own.

This is one of the problems with some of the rules (let alone the novels) that have this magical industrial tech that can mine and produce pretty much anything (or the nano stuff that you can build whatever). If that tech exists in abundance you'll see trade drop off precipitously as there is literally almost no reason to trade. Why travel parsecs when you can build it all locally? Things like that break the need for trade and thus make it hard to balance the setting.
 
This is one of the problems with some of the rules (let alone the novels) that have this magical industrial tech that can mine and produce pretty much anything (or the nano stuff that you can build whatever). If that tech exists in abundance you'll see trade drop off precipitously as there is literally almost no reason to trade. Why travel parsecs when you can build it all locally? Things like that break the need for trade and thus make it hard to balance the setting.
Then why not remove them from the game? Problem solved. It seems to me that if you are a building a setting based on trade, then some thought should have gone into what that means. As an example, don't make it so that I can use the rules and build a 100% self-sustaining colony for 100 people for about a billion credits. This colony will expand and never drop in TL, because it can make anything that it needs, from mining and building robotic workers up through finished production. If you want a setting based on trade, like Charted Space, then including things that allow this, is a mistake. I personally love them, but it does break the setting.

Edit - How much does a colony of 100 people cost? 1 billion credit.

How much does a colony of 25,000 people cost? 1 billion credits and 10 years. lol
 
Then why not remove them from the game? Problem solved. It seems to me that if you are a building a setting based on trade, then some thought should have gone into what that means. As an example, don't make it so that I can use the rules and build a 100% self-sustaining colony for 100 people for about a billion credits. This colony will expand and never drop in TL, because it can make anything that it needs, from mining and building robotic workers up through finished production. If you want a setting based on trade, like Charted Space, then including things that allow this, is a mistake. I personally love them, but it does break the setting.

Edit - How much does a colony of 100 people cost? 1 billion credit.

How much does a colony of 25,000 people cost? 1 billion credits and 10 years. lol
 
It's often nice to drop in lower than expected tech too. Sometimes the colonists just like horses.
 
My personal setting includes an area settled by the SCA and each planet while having jump drive also has a culture based on a different time period so you can have knights in shining armour riding robot horses armed with lances, swords and laser pistols. On another world Senators in togas. Visitors from outside their region tend to be confused.
😇
 
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