Technology level 9
Technology level 9 is the tenth of the Technology level classifications. The defining characteristics of a society reaching TL–9 are two major new practical technologies. The first is a practical fusion power plant, which has the capability of supplying huge amounts of energy in a relatively compact package. The second is the practical control of the forces of gravity. This breakthrough allows for the neutralization of weight and lateral thrust.[1]
In terms of classification TL–9 is the Technological Period of Ur-Tech, the initial planetary bound cycle of development. It also occurs within the Technological Epoch know as the Processor Epoch.
Theoretical Technologies[edit]
- Physical Science
- Detailed gravity manipulation
- Jump space described
- Material Science / Manufacturing
- Crystaliron
- industrial composite metals,
- Fluidics
- Biological Science
- Introduction of Cybertechnology
- Cultural Science
Quality of Life Technologies[edit]
- Energy
- Early Fusion
- Chemical explosive power generators
- Information
- Non-volatile data storage,
- High Data robots
- Voice command
- Communications
- Holovideo recording and transmission
- Medicine / Life sciences
- Cryogenics suspension
- Limb Regeneration
- Environment
- Arcologies
- Orbital Cities
Transportation Technologies[edit]
- Land transportation
- Early Grav Vehicles
- Ultra High-Speed Trains
- Water
- Artificial Gills
- Air
- Early Grav Vehicles
- Rocket Assist Suborbital
- Space
- Jump-1 possible
- Sublight Stellar - NAFAL Drive
- Maneuver Drive
Military Technologies[edit]
At Technology level 9 advances in electronics begin to level off, but increased space exploration and development of early Jump Drives spurs interest in energy weapons. Impractical for most surface vehicles due to the power and size limitations, but potentially used in surface-based planetary defense arrays. There are few new developments except for marginal advances in fire control systems. [2]
Most warring cultures either finally embrace peace or bomb themselves back a few tech levels and try again. The extremely expensive and hard to defend infrastructure needed to develop jump capability makes it nearly impossible in a wartime environment. Military forces may be called upon to quell local hot spots or otherwise act in a policing role. They may take a strong interest in interstellar ships if it is known that there are other civilizations nearby that have or may soon gain that capability. [3]
Electrostatic armor (ESA) projects a low powered static field around a protected target (usually a vehicle or aircraft). This is linked to a high energy capacitor. When an object enters the field the capacitor discharges its energy which vaporizes the target. Originally designed as a counter to hyper velocity tank rounds, but it is difficult to generate sufficient power to completely vaporize the dense penetrators of most large caliber CPR guns and mass drivers. The ESA is ineffective against laser or particle accelerator weapons, but is highly effective against HEAP rounds and Plasma or Fusion weapons. [4]
See Also[edit]
Technology levels[edit]
- Technological Systemics
- Foundational Period
- Interstellar Period
- Galactic Period / Accelerating Tech Level
References & Contributors[edit]
- Marc Miller. Worlds and Adventures (Game Designers Workshop, 1977), 7-8, 14-15,17.
- Marc Miller. Scouts (Game Designers Workshop, 1983), 26.
- Marc Miller. Merchant Prince (Game Designers Workshop, 1985), 34,37.
- Herb Petro. "Tech Level Expansion." Imperium Staple 07 (1986): 3.
- Loren Wiseman. "Twisting Tech Levels: A Traveller Variant." Challenge 31 (1987): 27.
- Marc Miller. Referee's Companion (Game Designers Workshop, 1988), 26-34.
- Geir Lanesskog. World Builder's Handbook (Mongoose Publishing, 2023), 58,83-86.Joe Fugate, J. Andrew Keith, Gary L. Thomas. World Builder's Handbook (Digest Group Publications, 1989), 58,83-86.
- Frank Chadwick, Dave Nilsen. Fire, Fusion, & Steel (Game Designers Workshop, 1994), 6-8,37.
- Greg Porter. Emperor's Arsenal (Imperium Games, 1997), .
- David Burden. Pocket Empires (Imperium Games, 1997), 51-52,108.
- Leighton Piper. "Low Tech." Signal-GK 13 (1997): 30-31.
- Jon F. Zeigler. First In (Steve Jackson Games, 1999), 94-95, 108-117.
- Martin Dougherty, Hunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 378.
- Jeff Zeitlin. "An Analysis of Tech Levels." Freelance Traveller 012 (2010): 10-12.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 502-507.
- Marc Miller, Robert Eaglestone, Don McKinney. Starships (Far Future Enterprises, 2019), 223-237.
- Marc Miller, Robert Eaglestone, Don McKinney. Worlds and Adventures (Far Future Enterprises, 2019), 19.
- ↑ Frank Chadwick. Striker (Game Designers Workshop, 1981), 2.
- ↑ Greg Porter. Emperor's Arsenal (Imperium Games, 1997), 59.
- ↑ Greg Porter. Emperor's Arsenal (Imperium Games, 1997), 59.
- ↑ Frank Chadwick, Dave Nilsen. Fire, Fusion, & Steel (Game Designers Workshop, 1994), 58.
