TL (Technology Level)
Posted: Mon Aug 09, 2021 5:10 pm
Phkb's inspired work on his Hermitage OXP has led me to think about what the TLs really mean.
1) My starting point is Disembodied's post here:
TL0 = Sundials, waterclocks, irrigation systems
TL1 = Roman engineering?
TL2 = Medieval Clockwork (Exeter cathedral clock)
TL 3 = Georgian period (Industrial Revolution) - canals, railways, excellent clockwork (Abraham-Louis Breguet)
TL 4 = Victorian period
TL 5 = WW1 technology
TL 6 = WW2 technology
TL7 = 1960s onwards
2) Now let's add in Elite/Oolite information:
Information from the Vanilla Game:
TL1 orbital stations sell Fuel (Oolite quirium fuel may be horrendously explosive. But classic Elite fuel?)
TL2 orbital stations sell Missiles & Cargo Bay Expansions
TL3 orbital stations sell E.C.M.
TL 4 orbital stations sell Pulse Lasers
TL 5 orbital stations sell Beam Lasers & External Heat Shielding
TL 6 orbital stations sell Fuel Scoops. Multi-Targeting Systems & Passenger Berths are new, after Elite
TL 7 orbital stations sell Escape Pods. Advanced Navigational Arrays, Quirium Cascade Mines and the Maintenance Overhaul are new to Oolite
TL 8 orbital stations sell the Advanced Space Compass (new to Oolite)
TL 9 orbital stations sell Extra Energy Units. The Target System Memory Expansions is new to Oolite.
TL 10 orbital stations sell Docking Computers. ECM Hardened Missiles & Wormhole Scanners are new to Oolite.
TL 11 orbital stations sell Galactic Hyperdrives, Military Lasers, Mining Lasers. Shield Boosters & Witchdrive Fuel Injectors are new to Oolite.
TL 12 orbital stations sell Scanner Targeting Enhancements & Integrated Targeting Systems (both Oolite).
TL 14 orbital stations sell Military Shield Enhancements (Oolite only).
Sources: The Space Traders Flight Training Manual (Classic Elite - BBC version only), Wiki page on Oolite Equipment.
3) Initial thoughts on the above.
The two lists are utterly discordant. In Traveller TL 3 can at best manage the dreadfully inaccurate clock in Exeter cathedral. In Elite/Oolite, TL3 can sell you a ECM.
But, the bottom list is only the orbital station. On the one hand the orbital station must have electricity and electricians, engineers and high technology in order to run. And the orbital stations are installed and run by GalCop and possibly subsidised by the system's government. So they do not necessarily reflect the TL of the planet. Ceesxe (TL15) may enable installation of equipment in its orbital which Maesin & Qudira (TL1) can't in theirs.
I cannot see the TL1 of Maesin as being the TL of Maesin's Orbital station.
This does not answer the question of why one can't buy imported Lasers at Maesin. I would suggest that this is due to the constraints of 8-bit Elite and the wish to vary the Galaxies and make the game fun. Which does not help us, playing Oolite. We will need handwavium to explain this away (GalCop policy, Maesin's policy (anarchies don't have such things) etc).
4) Initial conclusion.
An orbital station cannot meaningfully have a TL of 1. The orbital TL is independent of the planet it orbits.
This leads to issues over how to address the difference between planet and orbital.
1) My starting point is Disembodied's post here:
My analysis of this:Disembodied wrote: ↑Fri May 01, 2020 9:05 amDefinitely - economy, tech level and population size could all influence the city lights. In Galaxy 1, Maesin is a Poor Agricultural, TL1, population 0.8 billion; Ceesxe is a Rich Industrial, TL15, population 6.4 billion. Their night sides would look very different!gsagostinho wrote: ↑Fri May 01, 2020 1:45 amOne more idea that could be super immersive: the amount of city lights could depend on the type of economy, so that rich industrial countries have much more lights (and perhaps more complex structures) than poor agricultural ones. Feudal planets could have the light disabled altogether!
Maybe city lights shouldn't appear at all until (say) TL3 or 4? Using Traveller as a guide, TL0-3 is classed as the "Very Low Technology Epoch", using stone, wood, basic metals, dray beasts, sails, water wheels, and the first steam engines. TL4-6 is the "Low Technology Epoch", with early atomic science, the first factories, internal combustion engines, and increasingly destructive military technologies. 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).
TL0 = Sundials, waterclocks, irrigation systems
TL1 = Roman engineering?
TL2 = Medieval Clockwork (Exeter cathedral clock)
TL 3 = Georgian period (Industrial Revolution) - canals, railways, excellent clockwork (Abraham-Louis Breguet)
TL 4 = Victorian period
TL 5 = WW1 technology
TL 6 = WW2 technology
TL7 = 1960s onwards
2) Now let's add in Elite/Oolite information:
Information from the Vanilla Game:
TL1 orbital stations sell Fuel (Oolite quirium fuel may be horrendously explosive. But classic Elite fuel?)
TL2 orbital stations sell Missiles & Cargo Bay Expansions
TL3 orbital stations sell E.C.M.
TL 4 orbital stations sell Pulse Lasers
TL 5 orbital stations sell Beam Lasers & External Heat Shielding
TL 6 orbital stations sell Fuel Scoops. Multi-Targeting Systems & Passenger Berths are new, after Elite
TL 7 orbital stations sell Escape Pods. Advanced Navigational Arrays, Quirium Cascade Mines and the Maintenance Overhaul are new to Oolite
TL 8 orbital stations sell the Advanced Space Compass (new to Oolite)
TL 9 orbital stations sell Extra Energy Units. The Target System Memory Expansions is new to Oolite.
TL 10 orbital stations sell Docking Computers. ECM Hardened Missiles & Wormhole Scanners are new to Oolite.
TL 11 orbital stations sell Galactic Hyperdrives, Military Lasers, Mining Lasers. Shield Boosters & Witchdrive Fuel Injectors are new to Oolite.
TL 12 orbital stations sell Scanner Targeting Enhancements & Integrated Targeting Systems (both Oolite).
TL 14 orbital stations sell Military Shield Enhancements (Oolite only).
Sources: The Space Traders Flight Training Manual (Classic Elite - BBC version only), Wiki page on Oolite Equipment.
3) Initial thoughts on the above.
The two lists are utterly discordant. In Traveller TL 3 can at best manage the dreadfully inaccurate clock in Exeter cathedral. In Elite/Oolite, TL3 can sell you a ECM.
But, the bottom list is only the orbital station. On the one hand the orbital station must have electricity and electricians, engineers and high technology in order to run. And the orbital stations are installed and run by GalCop and possibly subsidised by the system's government. So they do not necessarily reflect the TL of the planet. Ceesxe (TL15) may enable installation of equipment in its orbital which Maesin & Qudira (TL1) can't in theirs.
I cannot see the TL1 of Maesin as being the TL of Maesin's Orbital station.
This does not answer the question of why one can't buy imported Lasers at Maesin. I would suggest that this is due to the constraints of 8-bit Elite and the wish to vary the Galaxies and make the game fun. Which does not help us, playing Oolite. We will need handwavium to explain this away (GalCop policy, Maesin's policy (anarchies don't have such things) etc).
4) Initial conclusion.
An orbital station cannot meaningfully have a TL of 1. The orbital TL is independent of the planet it orbits.
This leads to issues over how to address the difference between planet and orbital.