BattleTech fan since the early '90s, game design enthusiast since forever.

Showing posts with label Capellan Confederation. Show all posts
Showing posts with label Capellan Confederation. Show all posts

Thursday, February 28, 2019

Inner Sphere Population in 3025

Turns out I accidentally hid Le Blanc when I pieced my map together, so I fixed that and did some other cleaning. Full size available here.

I don't think it's a secret that BattleTech's map is based on England's. Probably not a rectilinear projection like the one for 1974-1996 that I colorized below, though... I wish the "warp" tool in my old free version of photoshop would let me anchor points after I've stretched them. My .psd file is here if someone else wants to fool around with it.


House populations are based on those same English regions, too. Didn't find 1980s figures online so I'm using a 1988 World Book Encyclopedia.

Thursday, March 15, 2018

"Secret Project" - BattleTech faction intros

After making this guide for new customers a few years ago, I decided that since I was doing a lot of factional research anyway to figure out manufacturing rates, I may as well create a beginner's guide to BattleTech's factions.

But what are factions even for in BattleTech? They have no gameplay effect; they don't constrain force composition; the product line isn't organized by faction; they aren't being used to organize paint schemes; and they do little for mid-game banter.

I think originally, and at their most basic, the factions exist as a way of communicating the scope of the setting and how games fit within that scope; then, as flavor text is added, they create the illusion of ongoing campaigns for the customer to aspire to. That, then, should be my goal: to give each faction all the trappings of a functional campaign environment, with as many hooks and tools to that end as possible, without assuming any particular rules or scale.

Don't know when or if I'll get around to finishing this, so, here's what I'm picturing:


Monday, September 12, 2016

(Part 1) What the 4th Succession War Implies About Population Size

tl;dr? The size of Tikonov's garrison implies that the Successor States have a total population of no more than 516 billion to 539 billion people.

Let's talk about Tikonov.

Tikonov has 5.279 billion people, and (according to the NAIS Military Atlases) fielded 80 militia regiments in the 4th Succession War. That's one militia regiment per 66 million people. Capellan worlds typically have a two-battalion militia each; using the Tikonov ratio, two battalions would imply a typical population of 44 million per world.

The House Liao: The Capellan Confederation (hereafter HL:CC) Atlas contains forty major Capellan worlds totaling 138.502 billion people, and averaging 3.46255 billion each. If we estimate the Successor States to have 156 such major worlds totaling 450 billion people, then the 116 outside the Confederation average only 2.68533 billion each. (Remarkably close to Chesterton's average of 2.68444 billion, also from HL:CC.) That makes the major Capellan worlds about 1.29x as populous as major non-Capellan worlds. If we assume that 1.29x ratio also holds for lesser worlds, then the "typical" non-Capellan world should average about 34.12 million.

I count about 1892 star systems in the Successor States, claiming (probably on the lower end of) 1974 to 2654 inhabited worlds between them. Assuming the Chesterton systems have an average number of planets for a non-Capellan system, that makes 377 to 373 "typical" Capellan worlds vs. (respectively) 1441 to 2125 "typical" non-Capellan worlds. That totals 66 billion to 89 billion humans on top of the 450 billion from major worlds (i.e., 516 billion to 539 billion humans in all).

On the other hand, the ratio of two battalions per 44 million people is a pretty rough abstraction. The "typical" Capellan worlds could be quite a lot smaller and still be able to support the two battalions; typical non-Capellan worlds may be more populous in comparison.

I don't know why Tikonov has only two battalions per 44 million people, but the reason probably applies to any population of significant size in BattleTech, which makes it useful for calculating an upper limit on planetary populations.