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)
    This sets NPC attitudes, laws, and security level — all resolved with core Persuasion, Streetwise, Intimidate, or Broker ARs.

    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
    Military encounters use standard opposed ARs (Gunnery vs. Piloting, etc.).

    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)
    All stats, costs, TNs, and installation rules remain core (no new items).

    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).
    Use core Action Rolls, ship combat, boarding, cyber installation TNs, etc.

    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: