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Post by Kage2020 on Feb 28, 2005 12:58:01 GMT -5
This thread is for the "At a Glance" look at significant worlds of Wildspace, including appropriate alien races (major races, not fan races at the moment), humans worlds outside of the main subsectors, etc.
Kage
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Post by Kage2020 on Feb 28, 2005 13:00:14 GMT -5
Uuranor en'Vesta[/u][/size]
The system of Uuranor en'Vesta remains the main presence of the craftworld eldar of Lugganath in the Anargo sector. It remains hidden the eyes of other alien races, including the Imperium, maintaining its privacy ruthlessly.
Rectified UWP for Tir'asur (Mainworld of System) A865565-H Ag Ni
Thumbnail Image/Concept The world of Tir'asur is a pristine garden world that, while somewhat warmer than many of the Maiden Worlds and therefore the preferred habitat of the eldar, is still considered to be a paradise. Furthermore, unlike other colony worlds, the eldar of Tir'asur continue to modify the planet, shaping both the terrain and atmosphere to their whim.
The world is mostly primeval, composed of the equivalents of deciduous and coniferous woodland with the eldar population itself scattered over the surface of the world, including both the land and the oceans. By far the greatest settement on the world is Yeste’sulla‘men (“Place of First Breath”) nominally the capital of Tir’asur.
Tir'asur is technological advanced, capable of replicating the greater majority of eldar artefacts. Despite this, however, it maintains strong industrial contacts with Lugganath, which tends to produce the large-scale ships, etc.
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Post by Kage2020 on Feb 28, 2005 13:02:48 GMT -5
Sanctuary
<to be edited later; mentioned previously as a 'pirate/smuggler' haven associated with Anargo subsector - same principle now, but outside of the subsectors; UWP to follow upon identification>
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Post by CELS on Mar 11, 2005 12:19:32 GMT -5
The Ork empire[/u][/size][/color]
The ork empire in the Anargo sector consists of five systems with considerable ork populations, and half a dozen worlds with very low populations (<100,000). If the Anargo sector was isolated, destroying the ork empire would only be a matter of time. Unfortunately, the Imperial worlds in the Anargo sector are beset by other enemies as well, and even other ork worlds. This, and the complications of the pendelum tide between the Castellan subsector and the ork empire, has allowed the ork empire to thrive for millennia.
Now under the rulership of Warlord Morzkraga, the ork empire is a bigger threat than ever. With the constant probing attacks over the past decades and the increasing immigration of orks from the Cruciatine sector, it is clear that it is only a matter of time before the Warlord launches a Waaagh that could prove fatal for the Anargo sector.
The following systems are located in the ork empire of Warlord Morzkraga.
Draka-urdeg (Capital) There are three colonised worlds in the capital system of the ork empire. Alpha is the bloated, polluted capital, the seat of power of Warlord Morzkraga. Barely capable of sustaining its population, the world receives a constant flow of ork immigrants, thirsting for war and glory. The world is seen by many orks as a shrineworld, as it is littered with treasures, trophies and monuments after countless wars. Beta is a tidally locked planet, with only a minor ork population. Most of the world is either barren or covered with dense alien jungles. The native ecosystem has been struggling against the ork squig-based ecosystem for millennia, but losing inch by inch. The main commodity on this world is squig livestock, but the world cannot really be classified as an agriworld. Gamma is a desert miningworld, and also has a rather low population. Interestingly, the majority of orks on this planet belong to the Red Sunz clan. This is largely because the low price on metals allow mekboys to construct machines at a very low cost, and because the planet's large deserts offer perfect conditions for riding them. Members of the Red Sunz clan that are especially fascinated with speed and that prefer the charm of small scale warfare are often drawn to this planet, to battle amongst themselves in the impossible quest of creating the perfect machine. Mekboys are also often drawn to this world, as they are always in short supply on this world.
Gharaga (Theocracy) Gharaga is dominated by the Brimstone clan, a clan that is unique to the Segmentum Ultima. The members of the Brimstone clan are characterised by their devout worship of the ork gods, and their fascination with fire.
Gharaga is absolutely deadly to humans. With the temperature dropping to the extreme, and hundreds of active volcanoes constantly polluting the atmosphere with ash and sulfur, even orks find life on this world a bit uncomfortable at first.
In the ork empire, Gharaga is the religious center, and there are even orks coming from the Cruciatine sector to stop by Gharaga before their crusade towards the Castellan subsector. The world is fairly rich with minerals, but the poor living conditions have put a damper on population growth. The main industry is mining.
Ushdarg (Industrial world) In the Ushdarg system, most of the starships of the ork empire are constructed. Though Ushdarg is more powerful than the capital system Draka-urdeg in terms of industrial output, it is far inferior in terms of military forces and economy. In addition, Warlord Morzkraga makes a constant effort of reminding the rulers of Ushdarg who is 'da boss', even if it means killing some of his most talented lieutenants.
Still, Ushdarg is a very wealthy and successful world, fully capable of sustaining its population with food and water, and with a generally high level of technology, by ork standards.
One quirk with Ushdarg is that constant emigration of orks to the capital or towards the Castellan subsector has led to a disproportionate amount of gretchin. Entire gretchin communities exist on this world, desperately, but silently trying to achieve independence.
Ghrazdum (civilised world)[/u][/size] The ork civilisation on Ghrazdum are forced to live on the dark side of the tidally locked world, as intense radiation scours the light side of all life. Only a few mining colonies exist on the light side, lying far underground and sustaining its population with vast fungi farms in the abandoned mines.
Ghrazdum is a civilised world (by ork standards anyway) with hundreds of millions of ork citizens. It is a vital planet for the ork empire in the Anargo sector, supplying the warlord with both food and wargear for his armies, in addition to the obvious flow of armies. One problem with Ghrazdum, however, is the extreme cultural diversity. As all clans are represented almost equally on Ghrazdum, cultural crashes are common, and riots and civil wars are a common occurence. Ironically, the warlords of Ghrazdum have thus been forced to try and maintain peace, in order to meet the tax requirements of Warlord Morzkraga. To Warlord Morzkraga, the pandemonial Ghrazdum is a constant source of irritation as shipments are delayed and armies are lost in civil wars.
Ghura-kull (Feudal world)[/u][/size] Ghura-kull is an ancient ork world with quite low technology. The primitive Snakebite clan is dominating, and even other ork clans have considerably lower technology on Ghura-kull than is average. Though most of the world is largely uninhabited, squig fauna has spread everywhere. Squiggoth hordes wander across the lands, and the primitive ork tribes follow. Some orks have gathered and built small towns with post-black powder technology, and occassionally electricity, but most of the population is nomadic.
In the ork empire, Ghura-kull is mostly left alone. Only in times of great war or hunger, or both, are ships sent to gather armies and harvest food. The warriors of Ghura-kull, though primitive, are known to be extremely talented scouts and vicious close combat fighters.
To be edited later. TKD practice is up, and, apparently, time flies when you're making up ugly ork names.
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Post by Tynesh on Mar 12, 2005 7:23:21 GMT -5
Would it be possible in time to create a number of worlds just outside Castellan to represent lost worlds.
Like Nazdram these worlds could be ork conquered or post-apocalypse type worlds, maybe even with feral human/ork populations.
Any ideas?
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Post by CELS on Mar 12, 2005 8:05:28 GMT -5
Yep, that was the idea. The problem is that by stretching the Castellan subsector way into the Ork empire, it's growing rather large. It's the right size in 470.M41, but if it once stretched from Massil to Ardagul, then it would have been huge. We're going to have to think about this. Perhaps there was another subsector.
Not to mention that it's kind of unlikely that the Imperium would have formed a subsector right in the middle of the pendulum tide. That's like setting up a cruise in the bermuda triangle.
Maybe the concepts for Nazdram and Ardagul should be moved to the borders of the Castellan subsector? Yes, that's the solution for now.
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Post by CELS on Mar 12, 2005 8:07:11 GMT -5
"No man's land"[/b][/u][/i]
The following worlds are located between the Castellan subsector and the ork empire.
Nazdram, Ladon system(Fortress world)[/b][/u] The planet Nazdram in the Sangem system was originally colonised by the Imperium in early M38, when the infamous Lord Admiral Ymael declared that he would conquer the ork empire in two decades. At first, the Lord Admiral made fantastic progress, and conquered and reconquered over a dozen systems in only two standard years. Eventually, the Lord Admiral made the mistake of overextending his forces, and several worlds were lost in the ork counter-invasions. Ymael himself was killed when his flagship, the Legatum Anargo, suffered a critical hit to the bridge.
Nazdram is now a flourishing ork civilisation built on the great ruins of the human colony. Due to the proximity of the Castellan subsector, Nazdram has become almost the equivalent of an Imperial fortress world. The planet is in constant war, if not with the Imperium, then with other alien races, or even other ork worlds. For this reason, millions of orks come to Nazdram every year, seeking to prove themselves or even to conquer an area of land for themselves. Though Nazdram doesn't really pose a great threat to the Imperium, since its great turbulence and poor infrastructure makes it almost useless as a staging point in a Waaagh. Still, the Imperial forces have found that Nazdram is probably the most heavily defended ork world in the Anargo sector.
Ardagul, Lerna system (Captured agriworld)[/b][/u] Ardagul was originally a human world, colonised in the Age of Technology. The world was not discovered during the Great Crusade, and remained undiscovered untill the Great Xenos war in M32, when Imperial forces were driving out the orks from the sector. Though it was located far away from the Castellan subsector, the ancient human colony was put under the rule of the Lord Castellan.
In M36, the orks returned en masse to the Anargo sector. Spilling over from the Cruciatine sector, these orks swiftly carved a new empire in the corner of the Anargo sector. The ancient human colony was also conquered in this invasion, but instead of destroying the human world, the orks enslaved the population and forced them to work for the ork empire.
For nearly five millennia, the world Ardagul has remained in ork rule, having only been reconquered by the Imperium for relative short periods of time. Most of the people on this captured world are faithful subjects, and many are even devout worshippers of the orks and their alien gods.
Ardagul's main commodity is agriculture, and the world supplies the ork empire with fantastic amounts of food.
Gruzam, Argo system (Junkyard system)[/b][/u] Once the staging point of ork invasions in the Castellan subsector, Gruzam was a heavily populated and extremely well defended ork world and an important part of the ork empire in the Anargo sector. Now it is a black, charred rock. With the aid of Lord Admiral Ymael, the fleet of the Adeptus Astartes Frost Bringers made a surprise attack on Gruzam, breaking through the orbital defences and unleashing their horrific Exterminatus weapon systems.
In 470.M41, the Argo system is still inhabited by orks. After millennia of warfare, the system is littered with ancient wreckage from Imperial or ork space craft, lifeless space hulks and abandoned space stations. Pirates and looters (of any race) often come to the Argo system to look for salvage in old wrecks, but the competition is fierce, and new ships are constantly added to the graveyard. The ork empire also has some interest in the Argo system, and often send unfinished space hulks there to find appropriate wrecks that can be added to their bulk.
Any seasoned space traveller can tell many tales from the Argo system, tales of great treasures and great dangers. Tales of human pirates, ork pirates, eldar pirates, or even less known races such as genestealers. Tales of secret forts on the moons of Gruzam and space stations hidden within asteroid fields.
To the Imperium, the Argo system represents a minor threat, although it does have some strategic importance. From time to time, the Imperium will try to reconquer the Argo system, or steal away some valuable wreckage with their powerful tug boats. Most of the time however, this only leads to more Imperial ships in the graveyard.
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Post by Kage2020 on Mar 12, 2005 14:19:42 GMT -5
Thank you, CELS, for taking the time to post these concepts. As a quick reminder I would ask you to post the rectified UWP when you get the chance. Until that time, quick comments follow. Set-up... Good description. Even the ork-hater that I am enjoyed it. On Draka-urdeg (Capital)... One has to wonder about the maximum population of an ork world and, indeed, I assume that it is lower than a human one? Furthermore, with ference to Beta one would assume that ork worlds do not strictly follow the 'normals' of interstellar trade, i.e. it seems far more likely that an ork world would be considered "civilised" (i.e. self-sustaining) rather than anything else. If it doesn't have the capability of feeding the population, etc., then the population dies... As I see it, that makes a whole lot more sense and doesn't really impact upon the concepts that you've provided? Then again, maybe I'm just working too far into the 'barbaric' imagery of the orks and making the same assumptions with them that many make with the Imperium? If so, my bad. Just thought that I would raise it while I could. Gharaga (Theocracy)... Interesting premise, though I would personally like to see more development on ork metaphysics insofar as they exist. Also some defined approaches to Gork/Mork, the relationship with the other Warp Powers, etc. With reference to the environment of the world, remember that it has a great deal of implications with regards to the 'statistics' of the orks in terms of RPG. E.g. in my terms when composing the 'racial template' their environmental tolerance might make them ludicrously expensive/powerful. Okay, it's a minor consideration at this juncture but perhaps relevant in the long term. (E.g. Let us not go to ludicrous extremes with reference to their 'abilities'.) One other thing that springs to mind with reference to 'shrineworlds', etc. This is balanced on the knife edge of making an alien race "too human". I'm not saying that you've crossed that line, but merely ask that you consider if in the description you make them appear human they are going to end up acting like humans... Ushdarg (Industrial world)... <grin> Hey, how come it is possible with an ork world and not a human world!? <grin> Seriously, I presume that this world is going to have some nice asteroid belts that might be the source of "Ork Roks"? Oops... yes, seemingly so. Just got to that bit. Ghrazdum (civilised world)... Okaaay... Ghura-kull (Feudal world)... Fair enough. Nazdram (Captured agriworld)... Like the history of the world and the basic premise. Again, thanks for the information, CELS. Excellent work! Kage
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Post by CELS on Mar 13, 2005 9:33:25 GMT -5
Thank you, CELS, for taking the time to post these concepts. As a quick reminder I would ask you to post the rectified UWP when you get the chance. Until that time, quick comments follow. Thanks. I will post the rectified UWPs as soon as I find the locations for the worlds. Oh yes. Of course, an ork population count would also include gretchin. I wouldn't include snotlings though, since these are little more than pets, despite their humanoid form. But you wouldn't really see ork hiveworlds, I think. Well, maybe one or two in the most ancient of ork empires, but I don't think the orks have the infrastructure to support them. Maybe on some worlds, like Alpha would have a single hive, but it wouldn't be a hiveworld, or even a proto-hiveworld. I agree- it doesn't really make sense for the orks to have as advanced trade & tithe systems as the Imperium. But for the ork warmachine to function, ork worlds must be able to export a constant flow of food and equipment, I suppose. Orks are renowned for their ability to take salvage and survive in alien enviroments, but there still needs to be some supplies. At the same time, one must consider that the orks are designed (and with great success, one might add) to be extremely resourceful and independent. Throw an ork army in the middle of the woods, and soon orkoid fungi will pop up, followed by gretchin and eventually new orks. The problem is putting orks on a barren world or an iceworld. Their reproduction system tends to be less effective there, and so they wouldn't be able to produce much fungi and squig food there either. They are barbaric, but it's good to see that you're not making the same mistake as most 40k fans (and even most ork fans). Just like the Imperium, ork civilisation as it is described many places in the fluff wouldn't really work unless you make certain assumptions. You're right, I really should include this in my ork essay. I agree that we shouldn't go to ludicrous extremes, but I think it would also be a mistake to use the Warhammer 40,000 game system as guidance for how tough and dangerous orks are. The orks are genetically engineered warriors, and were probably created with far more knowledge than the human Space Marines. I don't think it's unlikely that an ork would surpass the toughness and strength of a Space Marine, in terms of resistance to poison, etc. I'm painfully aware of this. When I started using 'Imperial terms' such as 'shrineworld' and 'agriworld', I was just doing this to explain certain concepts. I don't think the orks actually have any shrineworlds or agriworlds, using the Imperial definitions, but they do have something similar going on. I personally think that ork religion is an often neglected area of ork fluff, and I would like to explore it. I'm not, however, suggesting that there are ork pilgrim routes, etc. Give it a rest, Kage If anything, this should prove that I don't have a problem with Anargo as you described it. Not sure what bit you're referring to here, but keep in mind that ork roks are quite unique warmachines that are only built for defensive purposes or very rarely for offensive purposes. This is because the orks do not equip the roks with warp drives. Considering the high cost of warp drives and the low worth of roks,
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Post by Kage2020 on Mar 13, 2005 13:37:27 GMT -5
At the same time, one must consider that the orks are designed (and with great success, one might add) to be extremely resourceful and independent. All I wished to say was that the orks have always struck me as more a part of an ecosystem - one that they admittedly create as much as live in - rather than the human model, which is more imposition (shaping) than anything else. They are more bound by their physiologies and the environment in terms of food production, etc., than humans. Ork worlds will therefore have a much lower population maximum than human worlds and, arguably, will tend to be more self sufficient as a result of this. In other words, you're not going to have ork hiveworlds or even ork 'near hiveworlds', with populations in the high tens of billions... Just like the Imperium, ork civilisation as it is described many places in the fluff wouldn't really work unless you make certain assumptions. Don't get me wrong. I still tend to dislike the orks as they are represented. Too much 'black boxing' as much as any of Philip's powerfields, but if they are going to be present in the Anargo sector they are going to work, dang it! I agree that we shouldn't go to ludicrous extremes, but I think it would also be a mistake to use the Warhammer 40,000 game system as guidance for how tough and dangerous orks are. Heck no. As a general rule the wargame is the last place to start for that one, though you do end up looking at it in the end. I merely suggest that in the description of their physical attributes that moderation and simplicity be used and, further, that we don't fall into the realm of over-emphasising the attributes of orks because of the spurious over-emphasis on Marine attributes. Temperance... Moderation. These are good keywords! I'm painfully aware of this. When I started using 'Imperial terms' such as 'shrineworld' and 'agriworld', I was just doing this to explain certain concepts. Fair enough. In any writeup that is meant to be 'objective' (of fairly so) make sure that you do not use Imperial terms. In colour text you are free to do so, since it is the worst form of anthropology/ethnography and the very best that the Imperium has to offer! This is because the orks do not equip the roks with warp drives. Considering the high cost of warp drives and the low worth of roks, Sublight roks!? Kage
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Post by Tynesh on Mar 13, 2005 13:54:12 GMT -5
Oh I don't want the Castellan Subsector to become any larger than it is. It may have been bigger in the past, before the initial invasion.
CELS or Kage could either of you send me any data on systems that are just outside the current Sub, but not at the moment part of it?
Castellan is a fairly large subsector in terms of volume but does have very few habitable systems. I think a comparison could be made to Canada or Russia, unlike Anargo which is a more compact Europe like subsector.
Ann Finally...Surely Roks must be warp capable in order to be transported to a system. I think they were observed coming out of the warp in A3 BFG fluff, or at least in a fleet that had just left the warp.
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Post by Kage2020 on Mar 13, 2005 14:32:34 GMT -5
CELS or Kage could either of you send me any data on systems that are just outside the current Sub, but not at the moment part of it? See Wildspace board for the information that you are after. It is not formatted and contains all systems in the "Cruciatine corner" but, heck, all I seem to recall about the project is having to spend time reformatting this information... Kage
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Post by CELS on Mar 13, 2005 17:06:15 GMT -5
My apologies, but this post is going to be a bit shorter than I wanted it to be, because the computer just flushed what was left of my patience down the drain. All I wished to say was that the orks have always struck me as more a part of an ecosystem - one that they admittedly create as much as live in - rather than the human model, which is more imposition (shaping) than anything else. They are more bound by their physiologies and the environment in terms of food production, etc., than humans. Put an ork in an enviroment without a nutricient soil and enough water, and you won't have any fungi or squigs popping out of the ground. In other words, an ork city won't have much of the typical ork ecosystem. Also, I personally believe that when the orks were genetically engineered, their creators were intelligent enough to let them eat different types of food. You don't want your ultimate warriors to be picky. The way I see it, orks would be able to eat everything from grox burgers to human flesh. There's also the ork psychology factor. Put billions in the same city, and their nasty temper will solve hunger problems in no time at all Fair enough Alrighty! Oh I don't want the Castellan Subsector to become any larger than it is. It may have been bigger in the past, before the initial invasion. That wasn't my sugggestion either. As you can see, I took the former human colonies out of the ork empire, so they'll be somewhere along the border of the Castellan subsector, in the pendulum tide. Indeed. I'm 99,9% sure that Roks do not normally have warp drives. Orks tend to build them terribly fast though, once they get foothold in a system.
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Post by CELS on Mar 15, 2005 10:10:41 GMT -5
Note; I've modified the posts above, and added a few more worlds. The "Junkyard system", for one. Does anyone want to add anything? Or complain about something I've missed?
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Post by CELS on Mar 15, 2005 16:49:00 GMT -5
Haha! Three posts in a row! LoL! ;D Some new and old UWP's coming up. Ork empire[/color] Draka-urdeg (Capital)Old UWP: 0,56,0 - G-VI - C772514-9 602 Im 830New UWP: 0,56,0 - G-VI - A7729A3-9 602 830 Excellent spaceport (A), Medium sized world (7), Tainted atmosphere (7), 20% hydrosphere (2), Billions of citizens (9), Charismatic Dictator (A), Low law level (3), Tech level 7 (7), Proto-sentient race (8), Low resources (3). Gharaga (Theocracy)Old UwP: 2,52,2 - G-V - C785312-A S Lo 704 Im 060 New UWP: 2,52,2 - G-V - C785832-7 S Lo 704 060 Good spaceport (C), Medium sized world (7), Dense atmosphere (8), 50% hydrosphere (5), Hundreds of millions of citizens (8), Charismatic olligarchy (C), Low law level (2), Tech level 7 (7), No life (0), Average resources (6) Ushdarg (Industrial world)Old UWP: 3,51,3 - K-V - A557A8A-G Both Hi 903 Im 37B New UWP: 3,51,3 - K-V - A557A72-8 Both Hi 903 37B Excellent spaceport (A), Medium sized world (5), Thin atmosphere (5), 70% hydrosphere (7), Billions of citizens (A), Captive government (6), Low law level (2), Tech level 8 (8), Multi-cellularlife (3), Average resource value (7). Ghrazdum (civilised world)Old UWP: 5,50,4 - M-V - C686455-5 S 514 Im 560New UWP: 5,50,4 - M-V - B6868B2-7 S 514 560 Good star port (B), medium sized world (6), dense atmosphere (8), 60% hydrosphere (6), hundreds of millions of citizens (8), Non-charismatic dictator (B), low law-level (2), Tech-level 7 (7), macroscopic life (5), average resource level (6). Ghura-kull (Feudal world)Old UWP: 4,57,4 - M-V - A464AAA-G S Hi 700 Im 95(27)New UWP: 4,57,4 - M-V - F464600-4 S 700 95(27) Low standard spaceport (F), small world (4), standard atmosphere (6), 40% hydrosphere (4), millions of citizens (6), anarchy (0), no law (0), Tech-level (4), sentient life (9), average resource level (5).
I'm sure these will change furtheer, because of trade codes and other codes (Ag, Hi, etc), but this will have to do for now. Questions? No man's land[/color]
Nazdram (Fortress world) Old UWP: 7,52,9- M-V - A866AEE-9 Hi 623 89MNew UWP: 7,52,9- M-V - C866971-7 Hi 623 89M Good spaceport (C), large world (8), standard atmosphere (6), 60% hydrosphere (6), hundreds of millions citizens (9), balkanisation (7), very low law-level (1), tech-level 7 (7), proto-sentient life (8), high resource level (9).
Ardagul (Captured agriworld) Old UWP: 6,45,5- F-V - B665ABA-E N Hi 513 76TNew UWP: 6,45,5- F-V - C665AB8-7 N Hi 513 76T Good spaceport (6), Medium sized world (6), standard atmosphere (6), 50% hydrosphere (5), billions of citizens (A), non-charismatic dictator (B), high law level (8), Tech-level 7 (7), Advanced ecosystem (7), Moderate resource level (6).
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