|A highly scientific map of The Cube|
I found some interesting things by doing this:
- There is a "core" of 70 worlds that are within Jump-1 of each other. I reckon that will be my main imperial remnant. I'll have to explore the "arms" of it as time permits and the systems themselves get generated.
- There are seven other distinct entities which are separated by a larger than one parsec gap. One is an isolated world, three are pairs of systems, and two are smaller pockets of nine and eight systems, respectively.
- The baseline tech level for the game is TL10--Jump-1--but with some TL11 systems out there. I intend to have Jump-2 completely in the hands of the government. This means trade and contact between the eight separate entities will be wholly through government means.
- Jump-2 opens up the whole cube, so all of the systems I rolled are available for play. It is probably also the most strategically important technology in the game. I imagine a considerable chunk of the espionage in the game will be geared toward securing Jump-2 for corporate or other government agencies.
- What this tells me is that I should focus on the main remnant first, generating those 70 systems (6% complete-woo hoo!) before even thinking about the remaining 28.
- The "Alien Enclave" options I roll can alternately be "Other Entity Enclaves" as well. With the limited travel between the entities, it's likely that enclaves will need to be set up within other entities.