Finished version 1.0 of my standardised approach to tithes (and world classifaction). I hope this post gets more replies than the last....
If it doesn't get any replies, I'll just assume everyone is fine with it, and post it in a sticky-thread as official ASP guidelines.
Tithes
1.0 The Tithe Grade Hierarchy[/u]
(Exactis Particular) - Upper limit agri worlds
Exactis Extremis - Upper limit hive worlds
Exactis Prima - Lower limit agri worlds
Exactis Secondus
Exactis Tertius - Upper limit civilised worlds
(Decuma Particular) - Lower limit hive worlds
Decuma Extremis
Decuma Prima
Decuma Secondus
Decuma Tertius
(Solutio Particular)
Solutio Extremis - Lower limit civilised worlds, upper limit feudal worlds
Solutio Prima - Upper limit death worlds, lower limit feudal worlds
Solutio Secondus
Solutio Tertius - Lower limit death worlds, Feral world tithe
Aptus Non - Research stations, forgeworlds, dead worlds
1.1 Different grade types[/u]
Exactis - Taxes, personnel, industrial goods
Decuma - Taxes, personnel, agri-culture, industrial goods, unprocessed materials
Solutio - Mainly personnel [Civilised worlds with the solutio extremis grade and deathworlds with solutio prima may tithe exotic raw materials such as minerals or animals]
Aptus Non - No tithes as such
1.2 World classification[/u]
Here is my suggested classification-system of Imperial worlds, based on UWP. These may not correlate entirely with the stats given in the rulebook, but note that GW’s original system is a bit flawed. First of all, there is no class for worlds with a population of 10-100 billion citizens, and second, it presumes that one in ten Imperial worlds is a forgeworld (failing to account for industrial/factory worlds).
[Note: This is a guideline, which should be used together with the article by GW and a dash of common sense]
Hive Worlds- Population: B-C, Tech level: 8-A
Industrial worlds- Population: A-B, Tech level 7-A
Civilised Worlds- Population: 8-B, Tech level: 3-A
Mining worlds- Population: 8-B, Tech level 3-A, Resource value: 5-D+
Garden worlds- Population: 8-9, Tech level 3-A
Agri worlds- Population: 5-7, Tech level 8-A, Trade code Ag
Feral worlds- Population: 6-7, Tech level 1
Death worlds- Population: 4-8, Tech level 2-A
Feudal worlds- Population: 8-9, Tech level 1-2
Fortress worlds- Population: 7-B, Tech level 7-A, and lots of guns! HAHA!
[Note: I’m tired, so sue me]
2.0 Hiveworld / industrial worlds[/u]
All hiveworlds should have a population of more than ten billion citizens. Of course, hive worlds are defined by their extreme population density, so a huge world with a very large population might not be a hive world, because it is spread across the surface. Similarly, a very small world with a large hydrosphere and a relatively small population (a few billions) might still be a hiveworld, because of an extreme population density.
Industrial worlds have the same tithe classes as hiveworlds. This should give some idea about just how much industry an industrial world must have to earn that designation. Many high-tech worlds with lots of industry are actually just civilised worlds, untill they have an industry of sufficient size.
Tithe calculationUse the hiveworld / industrial world's UWP to find its tithe class.
Star port
A: +3, B: +2, C: +0, D: -1, E: -2
Population
9: +0, A: +0, B: +1
Tech level
7: -2, 8: -1, 9: +0, A: +1, B: +2
Resource value
5: -3, 6: -2, 7-8: -1, 9: -0, A: +0, B: +1, C: +2, D:+3
Exactis Extremis: 8-9
Exactis Prima: 6-7
Exactis Secondus: 4-5
Exactis Tertius: 2-3
Decuma Particular: 0-1
Archaios 1+0+1+2= 4 (Exactis Secondus)
Salinas 1+0-2+3= 2 (Exactis Tertius)
Meksum 2+0+2= 4 (Exactis Secondus)
[Note: If you end up with a value that is less than zero, you might want to consider the world class. It's probably not a hiveworld or industrial world.]
2.1 Civilised world / Mining world / Cardinal world / Garden world[/u]
This is the widest category of Imperial worlds, varying from proto-hives such as Anargo, to small Garden worlds and sparsely populated mining worlds. Basically, the criteria for a civilised world is that it must have a tech level of at least 3 (Traveller) and it must not have a population density that is so large that it becomes a hiveworld. Designation within sub-classes, such as determining if the world is a Cardinal world, is something that cannot be done well using just UWP, so do use common sense and the concept for the planet in question.
Tithe calculationStar port
B: +2, C: +1, D: +0, E: -1
Population
6: -1, 7: +0, 8: +0, 9: +1, A: +2
Tech level
3: -3, 4: -2, 5: -1, 6-8: +0, 9: +1, A: +2, B: +3
Resource value
0-4: -1, 5-8: +1, 9-A: +2, B-C: +3, D+: +4
Temperature, Atmosphere and Hydrosphere capable of supporting world-wide agri-culture (The world must have the Ag trade code)
Yes: +2 No: 0
Exactis Tertius: 10-13
(Decuma Particular): 9
Decuma Extremis: 8
Decuma Prima: 6-7
Decuma Secondus: 4-5
Decuma Tertius: 2-3
(Solutio Particular): 1
Solutio Extremis: 0 (or below)
Anargo: 6 (Decuma Prima)
Tryphon: 4 (Decuma Secondus)
Altarra: 2 (Decuma Tertius) [Note: Starport reduced from A to B]
Dorvastor: 3 (Decuma Tertius) [Note: Starport reduced from A to B]
Nagoma: 2 (Decuma Tertius)
2.2 Agri world[/u]
Agri worlds usually have populations of hundreds of thousands, with a maximum of a million citizens, and a minimum of as little as 15,000 citizens. [Note: If you have created an agri-world, chances are it has a too high population to earn this designation] Worlds with a population higher than this are classed as civilised worlds (or feudal worlds if the tech level is low) Obviously, this low population on agri-worlds says something about how the typical agri-world in the Imperium looks like. Countless servitors probably form the majority of the humans on the planet (and servitors don't count as citizens), and fantastic land ships do most of the harvesting. No hand-picked strawberries here.
Oh, and obviously, all agri-worlds must have the Ag trade code. While you might have a concept of a barren rock that is actually an underground agri-world, this would probably be too damned inefficient.
Tithe calculationStar port
B: +2, C: +1, D: +0, E: -1
Population
4: -1, 5: +0, 6: +1
Tech level
3: -5, 4: -4, 5: -3, 6: -2, 7: -1, 8: +0, 9: +1, A: +2, B: +3
Resource value
0-4: -1, 5-9: +0, A-C: +1, D+: +2
Exactis Particular: 6-8
Exactis Extremis: 1-5
Exactis Prima: 0 (or below)
[Note: If you end up with a value like -5, you should probably reconsider this world. It is quite likely that the Imperium would either have given this world extra personnel, extra technological aid from the Adeptus Mechanicus, etc, to make it more worthwhile. Either that, or colonised it like a normal civilised world, or abandoned it all together.
2.3 Feral world[/u]
With the population being true barbarians, who spend their time worshipping fire and knocking future wives unconscious with clubs, feral worlds are obviously all good for one thing only, namely recruits for the Astartes, or even the Imperial Guard or Imperial Navy.
All Feral worlds are Tithe Grade Solutio Extremis.2.4 Death world[/u]
Death worlds are untamed and generally too dangerous to support widespread human settlement. Thus, to decide if your world is a death world or not, look at the population. If the world has more than some millions citizens (the BBB says 15 million), sparsely spread across the world, then it's not a death world.
Tithe calculationStar Port
B: +1, C-E: +0 F: -1
Population
4: -1 5-6: +0 7: +1
Tech-level
3: -4 4: -3 5: -2 6: -1 7: +0 8: +1 9: +2 A: +3
Resource value
0: -6 1-4: -4 5-8: 0 9-C: +3 D+: +5
Solutio Prima: 7-10
Solutio Secondus: 1-6
Solutio Tertius: 0
[Note: Anything less than -5 and you should really reconsider this world.]
2.5 Feudal Worlds[/u]
All feudal worlds have (T)Tech Level 1-2, as they are specifically just prior or just post-black powder state. Feudal worlds usually have slightly higher tithe grades than Deathworlds.
Tithe calculationStar port
B: +1, C-E: +0, F: -1
Population
5: -1, 6: +0, 7: +1, 8: +2, 9: +3
Tech-level
1: -2, 2: +0
Resource value
0: -4, 1-4: +0, 5-8: +1, 9-C: +2, D+: +3
2.6 Fortress worlds[/u]
Fortress worlds are a small Sub-class of civilised worlds, quite rare in most sectors. To be given the designation of fortress world, the world must have military defence as its sole purpose. Most fortress worlds are expected to be mostly, if not totally, self-sufficient, as they cannot afford to be made vulnerable by enemy blockades. Similarly, fortress worlds are never intended to supply other worlds with food or other vital resources, as fortress worlds are the first worlds to become cut off from the rest if the sector is invaded.
Star port
B: +1, C: +0, D: -1, E-F: -2
Population
7: -2, 8: -1, 9: +0, A: +1, B: +2
Tech level
3-6: -4, 7: -2, 8: -1, 9: +0, A: +1
Resource value
0: -2, 1-4: -1, 5-8: 0, 9-C: +2, D+: +3
Solutio Particular: 5-7
Solutio Extremis: 0-4
[Note: As before, you should reconsider your world if you get a value below zero. Fortress worlds are created by the Imperium with a single purpose. They do not make near-barren rocks inhabited by a bunch of tribals a fortress world.][/color]