Governance by World Type

Governance by World Type

Core Capitals

(Examples: Kedra, Armistice, Brightline)

Governance Structure.

  • Direct administration by Central Authority or strong Mega-Corporations.

  • Bureaucracies are multi-tiered, with offices for tariffs, registries, identity, debt, cargo manifests, and appeals.

  • Laws are comprehensive and enforceable, though corruption exists in minor offices.

Public Systems.

  • Documentation: Every transaction, permit, and identity is logged. Crews are expected to carry physical seals, digital proofs, and backup copies.

  • Queues: Long delays for inspection, arbitration, and debt hearings. Smaller traders often pay “expedite fees” to cut lines.

  • Appeals: Legal processes exist for cargo seizure, contract disputes, and debt rulings. Appeals may take weeks or months, during which cargo is often locked in bonded storage.

  • Scrip Enforcement: Only approved currencies circulate openly. Unlicensed tokens are confiscated. Exchange kiosks charge heavy conversion fees.

Implications for Crews.

  • Secure but slow.

  • Expect bribes or unofficial favors to speed up movement.

  • Large corporations and insured haulers get priority.

  • Smugglers, freelancers, and grey traders risk confiscation unless heavily connected.


Industrial Mid

(Examples: Scoria, Shardplain, Brackenfeld)

Governance Structure.

  • Local councils, guilds, or corporate boards manage production zones.

  • Oversight rotates between inspectors, often from different factions.

  • Core tariffs apply, but enforcement is inconsistent.

Public Systems.

  • Quotas: Production of food, fuel, ceramics, or other resources is monitored. Quotas determine tax levels and dictate crew employment.

  • Rotating Inspections: Different inspectors mean rules shift between visits. One month emissions violations are punished, the next month ignored.

  • Grey Markets: Tolerated so long as main quotas are met. Bribes or unofficial trade channels keep supply lines flexible.

  • Worker Contracts: Debt-to-labor conversions are common, but sentences are shorter than rim contracts. Appeals exist but depend on political leverage.

Implications for Crews.

  • Flexible and profitable, but unpredictable.

  • Cargo and permits may be accepted in one quarter and rejected the next.

  • Corruption is open but transactional: most officials just want their cut.

  • Smugglers blend easier here than in the core.


Extraction Rim

(Examples: Pitchmire, Salt Crown, Mistral Gate)

Governance Structure.

  • Weak or fragmented. Real control lies with Syndicates, local bosses, or private security companies.

  • Official planetary governments may exist but are underfunded or controlled by debt.

Public Systems.

  • Protection Rackets: Crews must pay local powers for “safety.” Failure results in violence or seizure.

  • Fast Courts: Debt and contract disputes are resolved quickly, often in hours. Judges are usually paid directly by interested parties.

  • Private Security: Corporations or Syndicates hire mercenary forces to police docks and checkpoints. Authority depends on who paid most recently.

  • Contested Checkpoints: Multiple groups claim control of lanes, depots, or toll stations. Crews may face several demands for payment in a single route.

Implications for Crews.

  • Cheap, fast, but dangerous.

  • Payment in advance is required for nearly all services.

  • Bribes are expected. Neutral arbitration is rare.

  • High profit margins exist for crews willing to risk raids and seizures.


Non-Standard Ports

(Examples: Varo-Blue habitats, mobile refuel depots, moving platforms in belts)

Governance Structure.

  • No fixed planetary government. Control is local, flexible, and usually based on habitat councils, ship captains, or assembly groups.

  • Law shifts between pressure groups or layers of settlement.

Public Systems.

  • Mobile Jurisdiction: Laws change as habitats move, merge, or split. A port may accept Synthborn rights one cycle, and strip them the next.

  • Custom Weather Rules: In storm-heavy regions (e.g., gas giants), safe passage requires adherence to local atmospheric rules. Breaking rules can mean denial of docking.

  • Visiting-Ship Bonds: Incoming ships must post bonds (cash or cargo) to cover damage or disputes. Bonds are often held until the ship leaves without incident.

  • Multi-Layer Councils: Different altitude or sector communities hold overlapping authority. Negotiation requires multiple signatures for safe docking and trade.

Implications for Crews.

  • Flexible and negotiable, but unstable.

  • Crews must track current council factions to avoid conflict.

  • Bonds tie up valuable funds; unprepared ships may be turned away.

  • Opportunities exist for diplomacy and quick profit, but rules can reverse overnight.