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Mneme World Generator/Determine Inhabitants

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= DETERMINE INHABITANTS Inhabitant Assumptions =

Within the setting of the game, the Inhabitants presented by this system are a projection based on analysis made by AI-based on Data of Earth’s Socio-Economic History.

What the AI presents may well be an erroneous misinterpretation, and will often be distant from the self-assessment of that world’s inhabitants.

This is the information known to outsiders gleaned from report that may be inaccurate and years or decades old.

Scalable Qualities

In the Mneme World Generator, the Qualities of a world’s Inhabitants are the following: Technology Level, Qualities Development, Source of Power, and Power Structure. They are scalable (in terms of measurement along a scale), meaning that some groups within a larger group of a certain level of quality will have a lower or higher level of a given quality than the rest. In the case of populations composed of groups with varying scalable qualities scores, just get the average for these (multiply each group’s score by that group’s population; add up the results, and then divide the resulting number by the total population).

Inhabitants Process

Determine TL - Based on the World or Habitat in the Solar System. This sets the minimum TL and modifies the Development Roll. See page 17 if this has not yet been done.

Determine Population - This is the population of all the Inhabitants currently known. Other Inhabitant Groups can exist completely unknown to and separate from the Main World’s Inhabitants.

Determine Wealth – This is the world’s relative level of material prosperity.

Determine Power Structure - this determines how unified the population of the World is.

Determine Source Power - this determines the prevailing basis of the world’s power dynamics.

Determine Development - this determines the world’s development in terms of HDI rating.

Determine Starport - this determines the Star port and its qualities such as:  Market Access, Fortifications, Materials, or Intelligence. Ports may give access to ship yards, strategic goods, arms, capital, patrons, markets, etc.

DETERMINE ACTUAL POPULATION

In the case of a main world with a Habitability of 0 (or less), treat is as having a Habitat Main world, typically, with the habitat being located on the planet itself rather than in orbit around the main world. Otherwise, determine the population of the world in the following manner.

Bp = (10 Hab)

Bp = Base Population

Habitability = Habitability Score of the World.

Population Roll

Roll 2D6 and Multiply with the Base Population

For Example: A world with a Habitability of 8, has a Base Population of 100,000,000. If we get a 6 result on a 2D6 roll, the population of the World will be 600,000,000.

Habitat Population

For a Habitat, Base Population is the Maximum Capacity of the Habitat /12, minimum 1. (Feel free to round the number for ease of use). Note that the smallest isolated habitat is a 1 mega volume ton habitat, with TL7. This would have a maximum population of 10,000 and a base population of 833.

For Example: A Habitat with Maximum population of 300,000 people will have a Base Population of 25,000. A Roll of 10 puts the population of the Habitat at 250,000.

DETERMIE WEALTH

Roll on the Wealth Table (below) to determine the Wealth of the World as compared to other worlds with similar resources and qualities. This raises the Average SOC of the population (See World Development Table).

Wealth Table

2D6 SOC WEALTH
2-8 +0 Average
9-10 +1 Better-off
11 +2 Prosperous
12 +3 Affluent

Roll Adv+1 on Abundant World (See Biochem Resources)

Roll Adv+2 on Inexhaustible World (See Biochem Resources)

DETERMINE POWER STRUCTURE

Roll 2D6 to determine the world’s power structure or degree of heterogeneity of its states.

World Power Structure Table

2D6 Power Structure
≤7 Anarchy
8-9 Confederation
10-11 Federation
≥12 Unitary State

Anarchy

This is the absence of a Confederation, Federation, or Unitary State. Earth in most of its history before the United Nations was mostly in a state of Anarchy.

Anarchy Mechanical Effect

Anarchy means there are many factions with different alliances, enmities, and history and will interpret the PC’s in the context of who they deal with. Use the CE SRD p.189 specifically p.192 regarding different attitudes. Exceptions are Very Developed Anarchies which do not have these very simple attitudes.

Confederation

This is a union of self-governing states such as the European union and, to some extent, the United Nations.

Confederation Mechanical Effect

Unlike Anarchy where a PC will be treated as friendly or hostile based on who they deal with, confederations have protocols and practices in place that reduce the severity of an Attitude from Hostile to Unfriendly or Helpful to Friendly. Use the CE SRD p.189 specifically p.192 regarding different attitudes.

Confederate

A member of a Confederation is a Confederate State.

Federation

This is a union of partially self-governing states under a central government. By partially self-governing this means there is a local and federal level of government.

Example. United States, Russia, Canada, Germany, India, Mexico, Australia.

Federation Mechanical Effect

PCs have to deal with the National or Central or Federal Government. There may exist differences in rules and interpretations of these in the Federal and local levels but the general rules between areas don’t vary too much.

Federate

A member of a Federation is a Federate State.

Unitary State

A unitary state is a state governed as a single power in which the central government is ultimately supreme and any administrative divisions exercise only the powers that the central government chooses to delegate.

Unitary State Mechanical Effect

Unitary state can have many levels of processing and while it can be very efficient in some rules and regulations, as necessary with its huge bureaucracy, it can take several levels of approval for anything outside the norms. Travellers are more often subject to these bureaucratic delays than its internal citizens.

DETERMINE DEVELOPMENT

Mneme’s use of real world 2020 Metrics is done for reference and helps us imagine a world that is far in the future and different from our own. These qualities are intended to help players and referees apply what the indicators might mean in the PC’s experiences in this world. They are based on online information and may not be perfectly accurate or may be out-of-date by the time of the reading of this book. They are meant for game convenience and not for any possible application to real-world issues.

World Development Table

2D6 Development HDI AVE SOC
2 UnderDeveloped 0.0-0.39 2
3-5 UnderDeveloped 0.40-0.49 3
6-7 UnderDeveloped 0.50-0.59 4
8 Developing 0.60-0.69 5
9 Mature 0.70-0.79 6
10 Developed 0.80-0.89 8
11 Well Developed 0.9-0.94 9
12 Very Developed >0.95 10

HDI = Human Development Index Equivalent.

AVE SOC = Average SOC of the population

World Development

This measures the average development of the entire solar system’s inhabitants as a whole. For the purposes of Mneme world development tries to measure economic indicators like Gross Domestic Product (GDP; and its per Capita metric), Human Development Index (HDI), Purchasing Power Parity (PPP), Income per Capita and Gini Coefficient. These metrics are compared against Earth’s Historical performance in earlier eras.

Calamities

In case the referee decides that the world is in a state of calamity, the following notes regarding their effects on this system are made here.

Major Calamity

Major Calamities push back the development of the inhabitants by a development level. This needs the context that it affects all the inhabitants or just a group. An example is a war, a major economic collapse, a major environmental disaster.

Severe Calamity

This is an event that pushes the development of the Inhabitants by greater than 1 development level. These are just more extreme cases of Major Calamities.

Serious Calamities

These are not enough to set an entire group or majority of the inhabitants back at a development level for decades but the years after this are effectively a step back in development.

Underdeveloped World

These worlds are very materially poor, have poor infrastructure, institutions, and population. In the 21st century, Underdeveloped Countries have an HDI below 0.60. Arriving in such a world the PCs can notice strong contrasts in technological distribution or just an overall lower technological level. A lot of subsistence and informal economic activities with the currency being the special exception.

Most of the population is 3 or more Tech Levels behind the world’s political or economic centers.

Much in terms things like Finance, Education, Trade, Defense, Security, Administration, and Governance are exclusive to a small part of the population

Most people practice subsistence livelihood and a large number of people are outside the bounds of the greater society. A large social class of outsiders to the status quo, like the wealthier merchants in the early medieval eras, are not part of the social order.

Examples: Niger, Central African Republic, Chad, Burundi, South Sudan, Mali, etc.

Underdeveloped Mechanical Effect.

Norms over Laws DM-2. Advocate and Admin are replaced by Influence Rolls and DM-2 to use Advocate or Admin in these Worlds. As the institutions and its administration are still underdeveloped, norms are what determines what is allowed and the arbitrary nature of norms can be unpredictable.

Roll Dis+2 in DETERMINE GOVERNANCE

Very Unreliable Transactions.  Increase difficulty for Trade and Doing Business by 2 (or DM-2).

Brokers are necessary and will add to the Costs to Avoid this penalty. Brokers have quadrupled the commission in CE SRD p.118

Dealing with a Broker requires social skill the Referee deems appropriate and a Difficulty of +2 or DM-2 to reduce the Brokers x4 fee. The Success Effect determines by how much less the Broker Charges. A success is x3, an Effect of 1 is x2, and an Effect

Lower Tech Access. Local technology is often ridiculously out of date.  Even in the Economic or Political Capital, access to the highest tech available is closed off to most.

Developing World

These are worlds developing institutions, infrastructure, and that are tackling many social issues. PCs arriving in such worlds find opportunities and access to information limited, with small pockets of novelty and homegrown advances. Social mobility causes much friction between numerous population subgroups due to conflicting ideas.

While a majority of people are subsistence living, there is a growing amount who are starting to earn more and who specialize in administration and what would be considered non-essential work.

Methods of social advancement, like modern Education, Enlistment, Apprenticeship, Patron-Client relationships are shaping the culture and values.

Most of the population is 2-3 Tech Levels behind the world’s political or economic centers.

Serious Social Issues threaten to cause Major or Severe Calamity to Inhabitants.

Examples are countries with HDI of 0.60-0.69 like Kenya, Ghana, Iraq, El Salvador, India (noting that its so large some of its Regions have very Mature HDI), etc.

Developing Mechanical Effect.

Roll Dis+1 in DETERMINE GOVERNANCE

Norms over Laws DM-1. Advocate and Admin are replaced by Influence Rolls and DM-1 to use Advocate or Admin in these Worlds. As the institutions and its administration are still underdeveloped, norms are what determined what is allowed and the arbitrary nature of norms can be unpredictable.

Unreliable Transactions. Increase the difficulty for Trade and Doing Business by 1.

Brokers can remove the penalty but add to the Costs to Avoid this penalty. Brokers have x2 the commission in CE SRD p.118

Dealing with a Broker requires social skill the Referee deems appropriate to reduce the Brokers x2 fee. A Success means the broker charges the normal fee of 2 x1. A much higher Success Effect is finding a better Broker.

Lower Tech Access. Tech is usually more than a century (100 years) out of date.  Even within the Economic or Political Capital, access to the highest tech available is closed off to most.

Mature World

Arriving in a Mature world, a PC will notice a very heterogeneous mix of differing ideas and influences. Institutions and cultures are being challenged and there is a great contrast between different perceived realities. There are strong contrasts with the older and newer things in such worlds.

Institutions are generally effective and are still continually being developed.

Social Mobility is visible and established. While older established power centers still exist, rapid growth has made the world’s society re-examine its values.  It's easy to find people who have experienced living under many different economic levels.

A lot of social friction and issues, with freedoms and rights and privileges, are being tested and re-examined.

Examples are HDI 0.70-0.79 - like 2022 Vietnam, Brazil, China (Note that massive areas like China have huge regions with much higher (and lower) HDI), Indonesia, Ukraine (before the war), Thailand, Iran, etc.

Mature World Mechanical Effect

Fairly Reliable Transactions. No penalty in doing Transactions in its markets.

Fees are almost x2 (Double).

Port Fees 200Cr for the first 6 days in starport and 200Cr per day after. CE SRD p.109.

Developed World

Such worlds often look more homogeneous than less developed ones as more people have access to the same tools and opportunities as the rest. This means the presence of much infrastructure and institutions that operate predictably and reliability - as well as systems in place to act on established norms and patterns.

Institutions are powerful and influential.

Systemic social issues are even more complex.

Examples of 2022 0.80-0.89 HDI are Mauritius, Malaysia, Serbia, Turkey, Russia, Qatar, Poland, Italy, Saudi Arabia, Bahrain, and others.

Developed World Mechanical Effect

Roll Adv+1 in DETERMINE GOVERNANCE

Fees are x5 (Quintuple).

Port Fees 500Cr for the first 6 days in starport and 500Cr per day after. CE SRD p.109.

+1 to the Port Value Score.

Passenger and Freight Quantities for Destinations greater than 5 parsecs away double the number of passengers rolled.

Well Developed

These are worlds where institutions are well established. Many systems are in place that create stability and access to the means to advance and develop as compared to the less developed worlds. Problems still exist, and they have a great deal of historical inertia, making them very difficult to address, identify, and act on.

Examples of 2022 0.90-0.949 HDI are Spain, France, Czech Republic, South Korea, Japan, Israel, Belgium, Iceland, Hong Kong, etc.

Well Developed World Mechanical Effect

Roll Adv+2 in DETERMINE GOVERNANCE

Fees are x10.

Port Fees 1,000Cr for the first 6 days in starport and 1,000Cr per day after. CE SRD p.109.

+2 to the Port Value Score.

Very Developed

This is a society where most citizens have equal access to the highest levels of opportunities and technology. Institutions are very well developed to preserve stability for generations. Such Worlds still have problems, but the problems are so ingrained in culture and institutions that any change affecting a significant number of people will encounter extreme resistance.

Very Developed World Mechanical Effect

Roll Adv+3 in DETERMINE GOVERNANCE

Fees are x20.

Port Fees 2000Cr for the first 6 days in starport and 2000Cr per day after. CE SRD p.109.

+3 to the Port Value Score.

DETERMINE GOVERNANCE

Roll to determine the ability of the World’s Governance to move around resources, focus on problems, and control its Inhabitants. This is the Dice Modifier for representing the World’s Governance in enforcing its Laws when dealing with its Inhabitants or other Parties. This modifier applies to requesting resources, aid, information, as well as feedback from their superiors or the resources under their control

Governance Table

This is the Governance Dice Modifier in a given Inhabitants.

Capability / Inclination DM
UnderDeveloped World -9
Developing World -8
Mature World -7
Developed World -6
Well Developed World -5
Very Developed World -4
Under Developed World + Better Off -3
Developing World + Better Off -2
Mature Worlds + Better Off -1
Developed World + Better Off 0
Well Developed World + Better Off 1
Very Developed World + Better Off 2
UnderDeveloped World + Prosperous 3
Developing World + Prosperous 4
Mature World + Prosperous 5
Developed World + Prosperous 6
Well Developed World + Prosperous 7
Very Developed World + Prosperous 8
UnderDeveloped World + Affluent 9
Developing World + Affluent 10

DETERMINE SOURCE OF POWER

This determines what people believe is a legitimate source of power or credibility. Do people believe in social class or circumstance of birth and genetic pedigree determines what is right or what to follow or believe? Do they believe in Traditions, Theology, History, legends or Myths as the source of authority or answers to their problems or ills? Do they believe in Force, Influence, Strength, and the ability to make credible Threats to be a form of legitimate power and authority? Do they believe the competition of many different sources of power, or what power works at a given era works? Do they believe skills, tests, track-record, past accomplishments, capabilities as a measure of truth, authority, or credibility?

World Source of Power Table

Roll 2D6 to determine what source of Power most of the World’s inhabitants believe matter.

2D6 Source of Power
2-5 Aristocracy
6-7 Ideocracy
8-9 Kratocracy
10-11 Democracy
12 Meritocracy

Sources of Power

Unless human society achieves a specific sort of hive-mind-like state, its governance will be managed by a small part of the population in charge of the rest. This smaller group will be leaders, representatives, clients, or patrons of the rest of the population.

Aristocracy

Aristocracies are worlds ruled by a group of hereditary elites. Heredity might not always be the primary factor, but, if the system perpetuates a line of elites through a mix of Traditional Values (Timocracy), Networks between those of influence (Netocracy), and/or exclusive access to resources (Plutocracy), it is likely an Aristocracy.

Aristocracy includes Netocracies where relationships and social standing are tied to blood; Timocracies in which honor and moral superiority are perceived to be gained through lineage; and Plutocracies wherein Wealth is tied to heredity and the wealthy really have a superior advantage over anyone else.

Effect. These worlds are highly status conscious. SOC matters a lot. They project their system of SOC levels onto the Travellers depending on the Traveller’s wealth and technology level (or even things like the way Travellers speak, dress, or act). Access to privileges and resources are strictly controlled depending on the SOC. Being Vouched for by or being a Client of a high SOC personality is important in dealings with this society.

Meritocracy

Meritocracies have established norms and tests for competence and capabilities. If the elite’s Administrative policies can be changed by those who are from different backgrounds so long as they pass certain fair tests and/or criteria, then the government is considered meritocratic.

Meritocracies can be a form of Stratocracy, Technocracy, Plutocracy, Kritarchy, Timocracy.

Effect. These worlds may regard things like licenses, degrees, and certifications as primary symbols of status. Demonstration of capabilities determine access to social groups, privileges and even some rights. Skill levels matter in these worlds and an up-front cost in dealing with these worlds are meeting their expectations with regards to their technical evaluation.

Ideocracy

Traditions, Values, Culture, and Ideas determine the representatives, leaders, or elite. An Ideocracy greatly values those who can express their culture, tradition, and values very effectively. That means most people there will consider the institutions and people they perceive as strongest signalers of their Ideals, Values, and Identity as worthy of loyalty and admiration. Ideocracies are often a form of Theocracy, Kritarchy, Particracy, or Timocracy.

Effect. These worlds require the ability to exhibit and signal the values and culture of these people. Language and Social Skills are important in the evaluation if the Travellers can have access or do business with these people. They will not deal with people who seem to oppose or disregard their cultural ideals or whose nature or practices are considered taboo by their culture.

Kratocracy

These are governments established by the use of force, intimidation, and seizure, often alongside deception; with rule maintained by the projection of power and strength. Certain Netocracies and Plutocracies may be considered forms of Kratocracies when their primary means of control are use of force, violence, and withholding resources. A Kratocracy is not the same as a Stratocracy.

Effect. The ability to present a credible threat and follow through with such threats is very important to this world’s inhabitants. Power projection with weapons and access to militarized forces that will cause costly losses is the chief determiner of status. Travellers will need to have a lot of security or some means of making credible threats to be respected there. Ships need to have powerful armaments or pose some credible threat to potential attackers in order not to be harassed by the locals.  Diplomatic representatives risk harm due to the need for parties to make threats.

Democracy

The Leaders and Representatives of a Democracy are determined by popularity and public opinion. Democracy exists when more than one competing source of power or authority arises in a society. They are often Ergocracies and Netocracies.

Effect. These are open societies that are often a hodge podge of the multiple sources of power competing for dominance. They would can be inconsistent in which source of power is being used to access certain groups and their market. Open-ness has to be enforced to prevent persecution complexes and the formation of persecuting groups or institutions developing and gaining power. Unprepared Travellers may have trouble dealing with democracies because of their sheer diversity.

The following other terms describe other power systems, though each of these can easily fall under one of the five already described.

Plutocracy

The Leaders and Representatives of such a society are determined by material wealth.

Stratocracy

The Leaders and Representatives of such a society are determined by Military Service.

Theocracy

The Leaders and Representatives of such a society are determined by religious authority.

Netocracy

The Leaders and Representatives of such a society are determined by those with the most social access to influential people and institutions.

Particracy

The Leaders and Representatives of such a society are determined by the most influential political groups. A Particracy is more closely related to Ideocracy due to its need for popular acceptance.

Timocracy

The Leaders and Representatives of such a society are those whose character and credibility are believed to be the most exceptional. It is important to determine how such tracking of credibility is done. Timocracies are characterized by transparency and honesty, or the appearance of such.

Technocracy

The Leaders and Representatives of such a society are determined by the world’s Professionals and Experts. Of course, what sorts of knowledge and skills are considered necessary qualities for leadership may range from arbitrary to pragmatic. A technocracy that truly addresses societal complexity will require multi-disciplined specialists capable of great nuance and precision.

Kritarchy

The Leaders and Representatives of such a society are determined by mastery of Legal systems and Legal enforcement.

Ergocracy

The Leaders and Representatives of such a society determined by common workers

Travel Zones

Most worlds are assumed to be civilized, or at least amenable to adventurers and other visitors. Some, however, are caught in the throes of war, plagued by disease, or simply not ready for interstellar visitors. Such worlds are classified according to a system of (Restricted) “Travel Zones” to denote such status. In most cases, the Referee should indicate Travel Zone based on available in-world information. Two actual zone types exist: Amber and Red; The Referee may use these designations for worlds if they desire, assigning reasons for these or rolling for these randomly.

Amber Zone

An Amber world has been deemed dangerous, and travelers are warned to be on their guard. Amber worlds are often undergoing upheaval or revolution, or else are naturally hazardous environments.

Worlds with a High Bio-Hazzard or Radiation are automatically Amber Zone Worlds.

Amber Zone Roll

Systems that have High Hazardous Main worlds are automatically Amberzone Worlds. Worlds that are not Highly Hazardous roll 2D6, on a 2 this world is considered an Amberzone. Roll on the Reason for Amberzone table for the Reason.

Amber Zone Reason Table

Roll on the Amber Zone Reason Table to know the reason for the condition.

2D6 Reason for Amberzone
2 War
3 Plague
4 Major Insurgency and Terrorism
5 Heightened Security
6 Political Purging
7 Economic Crisis
8 Major Political Issue/Tragedy/Controversy
9 Environmental Disaster
10 Major Social Issue
11 Engineering Disaster
12 Major Economic Collapse

Red Zone

Red worlds are interdicted and travel to them is forbidden. Interdictions are enforced by the Navy. Red zones can indicate that the world is too dangerous to allow visitors. The Referee assigns Red worlds at his discretion.

DETERMINE STARPORT

The qualities of a starport depend on a world’s (or that part of the world’s) local population, tech level, wealth and level of development.

First determine the Port Value Score or PVS.

The PVS is equal to Habitability/4, and TL-7, and Wealth and Development Qualities of the World.

PVS = (Habitability/4) + (TL-7) + Wealth + Development Modifiers.

Developed = +1 PVS

Well Developed = +2 PVS

Very Developed = +3 PVS

Better Off = +1 PVS

Prosperous = +2 PVS

Affluent = +3 PVS

Port Value Score Table

Compare the PVS determine with the PVS Table.

PVS Starport Features
<4 X None. Can cause damage to the ship when landing or taking off. On a fail effect of 1 or greater roll 1d3 damage (armor helps). Roll 1d6 damage of a Fail effect of 6 or greater.
4-5 E Prepared Area. Can cause damage to the ship when landing or taking off. On a fail effect of 2 or greater roll 1d3 damage (armor helps). Roll 1d6 damage of a Fail effect of 6 or greater.
6-7 D Specialized Constructed Area. Can cause damage to the ship when landing or taking off. On a fail effect of 6 or greater roll 1d3 damage (armor helps).

roll 2D6 and make an 8+ to have a Scout Base.

8-9 C Roll 2D6-1 and make an 8+ to have a Scout Base.
10-11 B Roll 2D6 and make an 8+ to have a Naval Base. If there is no Naval Base, roll 2D6 and make a 12+ to have a Pirate Base, roll 2D6-2 and make an 8+ to have a Scout Base.
+12 A Roll 2D6 and make an 8+ to have a Naval Base. If there is no Naval Base roll 2D6 and make a 12+ to have a Pirate Base, roll 2D6-3 and make an 8+ to have a Scout Base.

Starport Output

10PVS determines the Value of the Ship, Services, and Station Components processed per week in credits.

Starport Output Table

10PVS Amount of Materials and Services processed
1 10 Credits per Week
2 100 Credits per Week
3 1 Kilo Credits per Week
4 10 Kilo Credits per Week
5 100 Kilo Credits per Week.
6 1 Mega Credit per Week
7 10 Mega Credits per Week.
8 100 Mega Credits per Week.
9 1 Giga Credits per Week
10 10 Giga Credits per Week.

Changes from CE in Starports

It is the Port’s TL that determines if it can make Starships or Non-Starships, as well as what it can or cannot repair or build.

All ports except X have the facilities to perform basic repairs. Unlike in CE SRD p.172.

Modifications, Repairs, and Maintenance are all bundled as a single Quality. The port’s relative value of the Repairs to the ships are what matters for the port.

What really determines what can be serviced is the PVS value, which determines the Credits worth of Goods, material, services that can be performed.

A port’s PVS determines the scale of materials, services, and activities occurring in the port.

Starports Fuel type is based on the Ports PVS and TL. The Ships TL determines the TL of the Fuel it needs. A TL10 ship needs TL10 fuel. Anything less than the TL is Unrefined Fuel.

Refined Fuel is 500 Cr per DTON CE SRD p.109. plus 100 Cr if it has to be shipped for 600 Cr per DTON.

Unrefined Fuel is 100 Cr per DTON or 200 Cr per DTON if it has to be shipped or ferried.