Colonial Theory

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There are approximately 35-40 colonies in the inner sectors, almost all of which are fully terraformed and suitable for unprotected human life. A few of the colones are no longer habitable as a result of the first and third rebellions, but still remain on the starcharts as fuel checkpoints. The primary goal of initial colonial theory involves this terraforming, and getting an average equator temperature up to at least 30C.

The four sectors around Prospera, Sectors A, B, C, and D were designed and modified to operate on a specific, self-sustaining policy where in the event of isolation from other sectors, they could continue life for the foreseeable future. While not necessarily a risk, it is important for each sector to be capable of independent survival. The primary purpose of all sectors is to export goods corewards, which all of them are capable of doing to great effect, exporting both manufactured goods and raw materials towards Prospera.

Each sector has a pre-ordained number of each type of world. These worlds are designed and placed methodically for best usefulness in the sector and in the primary goal (export) of the sector. Only the near colonies (A-D) have actually completed the transfer to this self-sustained setup, but all other sectors are close behind, pending the completion of terraforming. The actual number may vary, because of past rebellions or wars. Generally, abandoned or glassed colonies remain on the charts and usually have starports around them.

((Meta traveller things: This close to the core, ht (high technology) only counts at 14+, not 12+, since it is relative to Prospera.

Additionally, S is a level above A starport: S reflects an extensive orbital fleet starport, capable of maintaining at minimum an entire carrier fleet. Starports like this are where carrier fleets are built and centennial repairs and upgrades are done, as well as the location of Navigator training. This may also reflect an expansive groundport system, and usually both at the same time. Because of the usual massive amount of free space, berthing cost is equal to a C starport. When a carrier is present, it rises to an A starport in costs. ))

There are:
1 Capital World (seat of sector government, seat of Prospector)
3 Naval Way Stations (carrier checkpoints, and checkpoints towards Prospera)
6 Manufactory Worlds (the transformation of raw goods into synthetic materials)
6 Production Worlds (the transformation of synthetic materals into goods and machinery)
6 Agricultural Worlds (worlds dedicated to feeding all other worlds)
6 Mining Worlds (worlds which mine raw resources, typically not “ideal” worlds)
3 Garden Worlds (worlds beautiful for the sake of being beautiful, vacation resorts)
3 Population Worlds (worlds based on large populations and the consumption of produced materials)

All four near sectors follow this formula, though not necessarily in the same vicinity or order. Individual planets differ in unique ways.