Re: Question for the group

Part of thread: Question for the group · 1 reply ↳ In reply to Re: Question for the group — Eamon Watters Re: Question for the group — shadow


If I had to say my recollection, it would be that the Wilds government
type was only a range from 1-6, but that 1-6 digit looked identical to the
1-6 digit of a non-Wilds gov't type, so you couldn't tell, "is that a Type
4 regular government, or a type 4 Wilds government? And the way to tell
was if it had a "Wi" code, it was a Wilds gov't, otherwise a standard UPP
government.

Maybe that's right, maybe not.

> I think the reason was this, though as I've only browsed the Mark1 Mod 0
> Rulebook, and don't own it, so I may be in error:
>  
> Wilds Governments were introduced in the Mark1 Mod 0 Rulebook, but not the
> Wilds Allegance codes (or maybe they were left out of the Subsector Data).
> Thus the only way of knowing if a world was definitely a Wilds Government
> was if it was mentioned in some text referring to the world. Having a
> Subsector Map was good, but not perfect as there were a significant number
> of non-Polity worlds in Diaspora, and a few in the OE (too few?), that
> used the normal Government Codes.
>  
> The Mark1 Mod 1 Rulebook fixed this simply and elegantly with the "Wi"
> alegance code, the HIWG suggestion (which Don appears to have taken for
> Mark1 Mod 1 Errata) was to re-convert Wilds Government Codes to normal
> Government Codes, with a small chance of having a TED, with that being
> reflected with a 'Td' in the UWP comments.
>  
> Eamon
>
> From: "" <>
> To:
> Sent: Thursday, 14 June 2012, 22:49
> Subject: Re: [Traveller_TNE] Question for the group
>
>
>  
> Aaaahh, yes. NOT "Wilds" allegiance codes as I was thinking, but Wilds
> government codes. I remember now we had to do that, but the details elude
> me at the moment.
>
> On Thu, 14 Jun 2012 14:38:22 +0100 (BST), Eamon Watters
> <eamonwatter