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Interspecies conflict in sci-fi campaigns
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<blockquote data-quote="fuindordm" data-source="post: 6989456" data-attributes="member: 5435"><p>I'm assuming that the economic losses from destroying fleet-class starships and other major space-based infrastructure are much higher than the economic losses from destroying a modern army (relative to the civilization's production). I'm aware that this is only an assumption, and that it could be changed. But it sounds reasonable to me because (1) FTL might require exotic ingredients and/or extremely difficult-to-build components; (2) a civilization probably doesn't have so many FTL-capable starships that losing one doesn't hurt; (3) the time required to build a new one is very long. And yes, these assumptions reveal a personal bias towards the kind of campaign that I think I'd like to run.</p><p></p><p></p><p></p><p>Like Dune? If FTL communication were cheap and easy but FTL travel were expensive, then I could see such a system forming. You send a battleship once every 10 years to collect taxes and keep the vassals in line. But there has to be something worth collecting, that the Empire needs and can't make at home. And the Empire has to be capable of protecting the vassal world. On the other hand, if the vassal doesn't need protection then why pay the Empire? It's an interesting idea but too dependent on small-scale details that I haven't started thinking about yet.</p><p></p><p></p><p></p><p>This is a very good point; a manufactured good might be desirable enough to make a profit when imported, but not desirable enough to justify investing in a factory to make it. There is probably a sweet spot there that would make large-scale commerce in certain goods economically viable, if FTL itself is not too expensive.</p><p></p><p></p><p></p><p>Call me a utopist, but I hope that citizens of the future will be better educated than those of today. ;-)</p><p>But you're right of course, these are the kinds of details that will be important once I get to the stage of designing species and cultures.</p><p></p><p>Thanks for the input,</p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6989456, member: 5435"] I'm assuming that the economic losses from destroying fleet-class starships and other major space-based infrastructure are much higher than the economic losses from destroying a modern army (relative to the civilization's production). I'm aware that this is only an assumption, and that it could be changed. But it sounds reasonable to me because (1) FTL might require exotic ingredients and/or extremely difficult-to-build components; (2) a civilization probably doesn't have so many FTL-capable starships that losing one doesn't hurt; (3) the time required to build a new one is very long. And yes, these assumptions reveal a personal bias towards the kind of campaign that I think I'd like to run. Like Dune? If FTL communication were cheap and easy but FTL travel were expensive, then I could see such a system forming. You send a battleship once every 10 years to collect taxes and keep the vassals in line. But there has to be something worth collecting, that the Empire needs and can't make at home. And the Empire has to be capable of protecting the vassal world. On the other hand, if the vassal doesn't need protection then why pay the Empire? It's an interesting idea but too dependent on small-scale details that I haven't started thinking about yet. This is a very good point; a manufactured good might be desirable enough to make a profit when imported, but not desirable enough to justify investing in a factory to make it. There is probably a sweet spot there that would make large-scale commerce in certain goods economically viable, if FTL itself is not too expensive. Call me a utopist, but I hope that citizens of the future will be better educated than those of today. ;-) But you're right of course, these are the kinds of details that will be important once I get to the stage of designing species and cultures. Thanks for the input, Ben [/QUOTE]
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