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Tech Levels

The technology level (or "tech level" or "TL") describes the general level of technology that a system can manufacture. The system may be able to repair technology from a higher TL, provided that it has access to replacement parts and skilled technicians.

The TLs in this game are based not only on how human technology has progressed historically (which is hard to generalize because, e.g., Europe and East Asia followed different paths). TLs are also derived by thinking about how a colonized planet might regress. In other words, what are likely to be the key barriers between different levels of technology? For example, if you have AC electrical power, you can probably make integrated circuits and a global communication system, even though on Earth it took more than 100 years to go from Nicola Tesla to Facebook. At the same time, building and maintaining megawatt generators and silicon chip factories require a certain industrial base to support them. Ultimately, these are guidelines and generalities—individual planets can and do vary from these "base" levels for any number of reasons.

The following TLs are inspired by those in GURPS 4e and the Stars without Number core rulebook.

0: Pre-agrarian stone age
    1: Agricultural revolution
      2: Bronze age
        3: Iron age
          4: Middle Ages and Renaissance
          • Telescopes and lenses
          • Plate armor and siege weapons
          • Navigation instruments
          • Gunpowder
          5: Industrial revolution and steam power
            6: Age of electronics
            • Transistors and basic electronics
            • Electrical power distribution
            • Powered flight
            • Nuclear power; atom bombs
            7: Digital age
            • Integrated circuits
            • High speed global communications networks
            • Early spaceflight
            • Thermonuclear weapons
            8: Twenty minutes into the future
            • Machine learning and specialized AI applications
            • Neural interfaces and early cybernetic prosthetics
            • Nuclear fusion
            • Rudimentary or coarse genetic modification
            • "Wet" nanotechnology and organ printing
            • Vehicular directed energy and electromagnetic weapons; Gauss needle-guns
            9: Just over the horizon
            • Fusion rockets
            • Fine-grained genetic modification; anti-aging treatments; augmentation beyond normal human abilities
            • Identification and training of psionic abilities
            • Non-volitional AI
            • Antimatter rockets and power sources
            • Small scale nanotech printers
            • "Smart" matter
            • Molecular manufacturing
            • Man-portable directed energy and electromagnetic weapons
            10: Future tech ("Post-tech")
            • Reactionless engines and gravity plating
            • Hyperspace engines
            • Advanced genetic modification; "immortality" treatments
            • Basic psi-tech
            • AI with human-level deduction, creativity, and intuition; AI braking
            • Universal nanotech manufactories; "dry" nanotech assemblers
            • Manipulation of individual atoms
            • Total conversion power plants
            11: Super-science ("Pre-Tech")
            • Ring gates
            • Godlike genetic engineering (e.g. creation of entirely new lifeforms and biochemistries); maltech plagues and eugenics
            • Advanced psi-tech; digitized consciousness and personality uploading
            • Antigravity vehicles and reactionless engines within planetary gravity wells
            • Subatomic manipulation and elemental transmutation ("matter engines")
            12: Edge of imagination
            • Femto-scale matter manipulation
            • Localized time distortion
            • Pocket universe creation
            • Personal antigravity devices
            • Interstellar jump drives
            • Unlimited power sources (zero-point modules, cold fusion, whatever)