This is me welcoming you back! I bring you all to another feature from the Terran Myth Universe.
The Developmental Tiers: Part 3 of 4
Here I will discuss the different levels of development between factions in the Terran Myth Universe. These levels are divided into Tiers; I being the lowest developed while IV is the highest developed. Of course I will only mention those that are introduced in book 1.
Tier II Factions: What to Expect.
-Steady Power Supply Generation.
– Various Areas of well developed infrastructure.
-Various amounts of undeveloped resources.
Details of what to Expect in Tier II factions:
-Limited forms of power generation, fusion energy would be the height of their development.
-Little to none internal implants of significant design. Datapads are only used by the governments, wealthy, and businesses.
-Energy weapons are prohibited from their possession, as well are most advance tier III weaponry.
-Projectile weapons are their primary weapons with various advance projectile weapons. (ie tracker rounds/ smart rounds)
-Contracted FTL from companies of higher tiers, as well has possessing limited space travel capabilities.
-Warships are of derelict classes compared to modern vessels.
-Main source of space travel is for trade. Must travel to areas possessing gates to move about the Galaxy.
-No advance weaponry beyond possibilities of Nuclear weapons.
-Usually own less than a dozen star systems. Rare case for Tier II to own more but it does happen. Usually Tier III powers prevent expansion of Tier II nations.
-Genetic Manipulation is saved for special forces or for the richest. Basic forms are usually the easiest to use. Genetic Engineering, if not forbidden, is highly regulated.
Cannot afford clones nor have abilities to create them. Clone tech is forbidden.
Stay tuned for the final installment of the Developmental Tiers of the TMU.