World Concepts

Worlds are the geography of Pocket Empires. They are fought over and owned by the fighting fleets. Ultimately, in most scenarios, ownership determines the winning side.

Universal Planetary Profile

The Imperial Scouts use a standard one line planet/system description called the Universal Planetary Profile (UPP for short) to code the qualities and characteristics of worlds. The UPP consists of single letters or digits to indicate starport or spaceport, six basic characteristics (size, atmosphere, hydrographics, population, government, and law level), and a technological index.

Side

Each world is either neutral, or belongs to a side. In some scenarios neutral worlds remain neutral. In others, they can be conquered. In all games worlds owned by one side can be conquered by another side. The owning side gains the benefits of being able to refuel there, build ships there, and gain the resources produced there.

Intrinsic Defense

In some scenarios worlds are considered to have in intrinsic defense over and above any defensive factors of guarding ships. This value is equals to the population. An occupying force needs to have at least that many defensive factors present in the system at the conclusion of battle to overcome the intrinsic defense and gain ownership of the world.

Fuel Points

Starships burn hydrogen in their jump drive to travel between starsystems. They can refuel either by scooping fuel from gas giants in the system or by refining the water in oceans of the main world. If a system is adequately defended, ships that don't belong to the owner of the system cannot refuel at that point. The defense required is four defensive factors per fuel point in the system. This is over and above any intrinsic defense in the system.

Repairs

Starports can repair ships as follows:
PortCan Repair
ATwo per turn
BOne per turn
CTwo per game
DOne per game

Resource Generation

Each world can generate resources that accumulate for the owning side. The amount of resources generated depends on the scenario. The default formula for resource generation is Pop*Port*2.

Victory Points

According to formulas set in the scenario worlds can be worth a number of Victory Points. These are used in the end of the game to determine the winner. A common formula used to determine victory points for a world is "Port*Pop". This means the value of a world is the value of its starport (where A = 5, B = 4, etc) times the Population digit of the world.

Starport

The starport value represents how good the facilities at this world are.
AExcellent Starport
BGood Starport
CRoutine Starport
DPoor Starport
EFrontier Starport
FGood Spaceport
GPoor Spaceport
HPrimitive Spaceport
XNo Starport
YNo Spaceport

Size

The size value represents how bit a planet is.
0Belt
1Small (1600 km)
2Small (Luna; 3200 km)
3Small (Mercury; 4800 km)
4Small (Mars; 6400 km)
5Medium (8000 km)
6Medium (9600 km)
7Medium (11,200 km)
8Large (Terra; 12,800 km)
9Large (14,400 km)
ALarge (16,000 km)

Atmosphere

The atmosphere value represents the type of atmosphere the planet has.
0Vacuum
1Vacuum (trace)
2Vacuum (very thin tainted)
3Vacuum (very thin)
4Thin (tainted)
5Thin
6Standard
7Standard (tainted)
8Dense
9Dense (tainted)
AExotic
BExotic (corrosive)
CExotic (insidious)
DExotic (dense, high)
EExotic (ellipsoid)
FExotic (thin, low)

Hydrographics

The hydrographics value represents what percentage of the planet is covered with water. Ships can refuel at any planet with a hydrographics of 1 or higher.
0Vacuum
1Vacuum (trace)
2Vacuum (very thin tainted)
3Vacuum (very thin)
4Thin (tainted)
5Thin
6Standard
7Standard (tainted)
8Dense
9Dense (tainted)
AExotic
BExotic (corrosive)
CExotic (insidious)
DExotic (dense, high)
EExotic (ellipsoid)
FExotic (thin, low)

Population

The population value represents what what order of magnitude of population is present on the planet.
0Low (less than 10)
1Low (tens)
2Low (hundreds)
3Low (thousands)
4Mod (ten thousands)
5Mod (hundred thousands)
6Mod (millions)
7Mod (tem millions)
8Mod (hundred millions)
9High (billions)
AHigh (ten billions)

Government Type

The government type represents the general structure of the planetary government.
0No Government Structure. In many cases, family bonds predominate.
1Company/Corporation. Government by a company managerial elite; citizens are company employees.
2Participating Democracy. Government by advice and consent of the citizen.
3Self-Perpetuating Oligarchy. Government by a restricted minority, with little or no input from the masses.
4Representative Democracy. Government by elected representatives.
5Feudal Technocracy. Government by specific individuals for those who agree to be ruled. Relationships are based on the performance of technical activities which are mutually beneficial.
6Captive Government/Colony. Government by a leadership answerable to an outside group; a colony or conquered area.
7Balkanization. No central ruling authority exists; rival governments compete for control.
8Civil Service Bureaucracy. Government by agencies employing individuals selected for their expertise.
9Impersonal Bureaucracy. Government by agencies which are insulated from the governed.
ACharismatic Dictator. Government by a single leader enjoying the confidence of the citizens.
BNon-Charismatic Dictator. A previous charismatic dictator has been replaced by a leader through normal channels.
CCharismatic Oligarchy. Government by a select group, organisation, or class enhoying overwhelming confidence of the citizenry.
DReligious Dictatorship. Government by a religious minority which has little regard for the needs of the citizenry.
EReligious Autocracy. Government by a single religious leader having absolute power over the citizenry.
FToltalitarian Oligarchy. Government by an all-powerful minority which maintains absolute control through widespread coercion and oppression.

Law Level

The law level represents how strict the local regulations are.
0No law (no prohibitions)
1Low law (body pistols, explosives, poison gas prohibited)
2Low law (portable energy weapons prohibited)
3Low law (machineguns, automatic rifles prohibited)
4Moderate law (light assult weapons prohibited)
5Moderate law (personal concealable weapons prohibited)
6Moderate law (all firearms except shotguns prohibited)
7Moderate law (shotguns prohibited)
8High law (blade weapons controlled; no open display)
9High law (weapon possession prohibited)
AExtreme law (weapon possession prohibited)
BExtreme law (rigid control of civilian movement)
CExtreme law (unrestricted invasion of privacy)
DExtreme law (paramilitary law enforcement)
EExtreme law (full-fledged police state)
FExtreme law (all facets of daily life regidly controlled)
GExtreme law (severe punishment for petty infractions)
HExtreme law (legalised oppressive practices)
IExtreme law (routinely oppressive and restrictive)
JExtreme law (excessively oppressive and restrictive)
KExtreme law (totally oppressive and restrictive)

Technology Level

The tech level represents how advanced the planet's technology base is.
0No law (no prohibitions)
0Pre-Industrial (primitive)
1Pre-Industrial (bronze, iron)
2Pre-Industrial (printing press)
3Pre-Industrial (basic science)
4Industrial (internal combustion)
5Industrial (mass production)
6Pre-Stellar (nuclear power)
7Pre-Stellar (mini. electronics)
8Pre-Stellar (superconductors)
9Early Stellar (fusion power)
AEarly Stellar (jump drive, jump-1)
BAverage Stellar (large starships, jump-2)
CAverage Stellar (sophisticated robots, jump-3)
DAverage Stellar (holo data storage, jump-4)
EHigh Stellar (antigrav cities, jump-5)
FHigh Stellar (anagathics, jump-6)
GExtreme Stellar (global terraforming)
HExtreme Stellar
IExtreme Stellar
JExtreme Stellar
KExtreme Stellar