Civilization Builder Rules
These rules let Game Masters quickly create consistent, playable star systems, polities, and factions in the YE 500 Cradle setting.
GM Quick-Creation Steps
Choose Stellar Location
Select 1–3 nearby red-dwarf systems (typical Cradle style: dim stars, close orbits, high radiation belts).
Note dominant Gravity Rating (GR) populations for flavor:
- Stomper-heavy (1.6G+ worlds) → industrial, militaristic
- Floater-heavy (0–0.2G stations/arks) → fragile, intellectual, zero-G optimized
- Brick/Hopper mix → balanced, socially adaptable
Select Government Type
Pick one tone-setting archetype (flavor only — no new mechanics):
- Empire (centralized, authoritarian, Luyten-style)Directorate (corporate/technocratic, Teegarden-style)Concord (loose alliance of freeholds or stations)Freehold (anarchic or pirate-governed)Corporate Enclave (private megacorp territory)Theocracy (religious order, e.g., Void Dharma or Inanna cult)
Roll or Assign Population & GR Mix
Use core GR table for flavor (e.g., Brick-majority = socially adept, balanced; Floater-majority = zero-G specialists).
Population size is optional flavor (thousands to billions) — no mechanical impact.
List 2–5 Key Worlds/Stations
Assign one capital or primary hub.
Set Military Strength
Scale to crew PCR tiers (Newbie/Light Crew, Veteran, Epic):
- Newbie (PCR 5–10): 2–5 Light Frigates, 1–3 Light Battle Mechs
- Veteran (PCR 11–20): 5–15 mixed vessels (frigates + haulers), 5–10 Medium Battle Mechs
- Epic (PCR 21+): 10+ capital ships, heavy mech squadrons, specialized warships
Determine Economy
Roll d6 once per session/visit for local gold-value modifier (core Economics table): Roll Percentage of Standard Gold Value 1–20%, 2–10%, 3–No Change, 4–No Change, 5+10%, 6+20%. Note primary trade goods: bullion, helium-3, scrap, deuterium, rare metals, LNC tech, etc. All prices and trades use core gold/platinum economy.
Set Psionics & LNC Policies
Mainstream polities (Empire, Directorate) dismiss psionics as superstition or execute LNC users/installers.
Fringe polities (Freeholds, pirate syndicates) may tolerate or actively use both.
Psionic rarity: 5–10% population potential (core Psionics section).
LNC taboo: Black-market only; possession = bounty in core space.
Add Notable Tech
Choose 2–4 items from core lists:
- Cybernetic/Bio Augmentations (e.g., Subdermal Plating, Adrenal Regulator) Environmental/Mechanized Suits (e.g., Armored Vacuum Suit, XO-SKEL Suit) Ship Modules (e.g., Hyperdrive Core, ECM Jammer Pod) Weapons/Vehicles (e.g., 20mm Gatling Turret, Light Scout Walker)
Write 1–3 Adventure Hooks
Scale difficulty to crew PCR:
- Newbie (PCR 5–10): Smuggle banned LNC tech past light patrols (TN 12–15 ARs).
- Veteran (PCR 11–20): Raid corporate enclave guarded by Medium Battle Mechs (opposed Gunnery/Piloting).
- Epic (PCR 21+): Infiltrate Empire capital with heavy warships and elite LNC hybrids (TN 21+ ARs).
Finalize & Play
Fill out a simple one-page profile for the polity/system. Drop it into any module. Economy rolls, ship combat, cybernetic installation TNs, psionic rarity, Gravity Rating Modifiers, AV soak, and PCR scaling use core rules exactly.
GM Tip
Start with the Luyten Empire as a template (centralized, anti-psionic/LNC, heavy military), then swap fields to create rivals: