Tech Levels: A Comparison

Posted: 2023-06-06
Last Modified: 2025-11-16
Word Count: 2025
Tags: cepheus d20 fate ftl-nomad gurps rpg

Table of Contents

2024-06-23: Added Faster Than Light: Nomad’s Technological Ages

It’s impossible to know the future, but various science fiction and multi-genre games have tried. Below are seven radically different “Technology Level” or “Progress Level” systems from six different tabletop role playing games and one guy who just thinks about them a lot.

d20 Modern Progress Levels

From the d20 Future SRD.

PL Title Key Technologies
0 Stone Age fire, textiles, domestication, agriculture
1 Bronze/Iron Age metal working, communication, empires
2 Middle Ages printing, sea travel, middle class
3 Age of Reason “science”
4 Industrial Age steam, electricity
5 Information Age computers, fission, internal combustion engine
6 Fusion Age fusion power, intra-solar travel, cyberwear, gene-splicing
7 Gravity Age “gravity induction reactor”, star drives
8 Energy Age “power plants the size of marbles”
9 “beyond reach or comprehension” subatomic assembly, folding space, time travel

Verdict on d20 PLs

Progress Levels give equal attention to past and future eras, but lack detail.

GURPS Tech Levels

From “GURPS Lite”, 4th Ed and GURPS Basic Set: Campaigns.

TL Earth History (C.E.) Description Examples
0 prehistory+ Stone Age counting, oral tradition.
1 -3500+ Bronze Age arithmetic, writing.
2 -1200+ Iron Age geometry, scrolls.
3 600+ Medieval algebra, books.
4 1450+ Age of Sail calculus, movable type.
5 1730+ Industrial Revolution mechanical calculators, telegraph.
6 1880+ Mechanized Age electrical calculators, telephone and radio.
7 1940+ Nuclear Age mainframe computers, television.
8 1980+ Digital Age personal computers, global networks.
9 2025+? Microtech Age artificial intelligence, real-time virtuality.
10 2070+? Robotic Age “Nanotechnology or other advances start to blur distinctions between technologies …”
11 Age of Exotic Matter
12 Sufficiently Advanced Technology “Whatever the GM likes!”

Notations for Variant and Divergent Tech

  1. Technologies lead or lag the general tech level get a parenthetical note, e.g. TL8 (Communications TL7, Medical TL9) (p. 512, GBSC).

  2. Borrowed technologies use a slash, e.g. TL2/3 (p 513, GBSC) to indicate a society generally at TL 2 but has skills to use TL 3.

  3. Divergent tech uses a plus sign, e.g. TL5+1 (ibid) means technology diverged at TL 5 to produce an effectively TL 6 society, but with steampunk or something.

  4. Superscience tech – advancements that violate known physical laws – use a carat after the TL, e.g. TL3^ means that the general world is TL 3 but somebody “invented” FTL, telepathic communication, rays that levitate stone blocks, etc.

Verdict on GURPS TLs

GURPS TLs give a good thumbnail sketch of historical eras, and even have a notation for alternative histories and divergent technologies. It doesn’t give a framework for future eras though, and by TL 12 it simply gives up. (Earlier editions designated TL 10 as Sufficiently Advanced.)

SWN Tech Levels

From Stars Without Number Revised.

TL Description Technologies
0 Neolithic stone tools, carved wood, textiles, domestication
1 Pre-Gunpowder metallurgy, wind & water power
2 Early Industrial steam, internal combustion, telegraphs, gunpowder
3 21st Century fission power, nuclear weapons, computers, telecoms, primitive spaceflight
4 Postech Baseline; interstellar starships, cyberware, gene-tech, fusion power, energy weapons
5 Pretech true AIs, psi-tech, jump gates, nanotech, immortality, limited time manipulation
6 Pretech-Plus “Impossible effects indistinguishable from magic”

Verdict on SWN TLs

SWN’s tech levels are tied to its future history in which the wondrous “Pretech” era collapsed, and space colonies cobbled together “Postech” in the wake of the disaster. It’s short and sweet, but compresses all historical technology (and then some) into TLs 1-3.

Cepheus Tech Levels

Adapted from the Cepheus Engine SRD.

TL Descriptor Notable Characteristics
0 Primitive No technology
1 Primitive Bronze Age, Iron Age
2 Primitive Renaissance
3 Primitive mass production, standardization, steam power
5 Industrial plastics, radio
5 Industrial widespread electrification, tele-communications, internal combustion
6 Industrial fission power, advanced computing
7 Pre-Stellar planetary orbit, telecom satellites
8 Pre-Stellar primitive interplanetary flight
9 Pre-Stellar gravity control, early Jump Drive
10 Early Stellar interstellar travel
11 Early Stellar primitive “low autonomous” AIs
12 Average Stellar weather control
13 Average Stellar “high autonomous” AIs, battle dress
14 Average Stellar man-portable fusion weapons
15 High Stellar synthetic anagathics, Black Globe generators

Verdict on Traveller TLs

Like TLs in other games, Traveller invents its own future history. TLs 8 seems like plausible near-future tech, but at TL 9 the system takes a left turn at antigravity and Jump Drives. Likewise TL 15, “High Stellar”, merely lists what the Original Traveller Universe regarded as the next steps in technology.

That said, TLs 0-7 give as good a breakdown of historical technology as GURPS, although I question the assignment of the Bronze Age and Iron Age to one TL, and the Renaissance to the next, with no space for technological advancements in the Late Medieval period like water wheels and windmills. I supect it’s the “Dark Ages” canard once again.

Diaspora Planet Generator

Adapted from the Diaspora SRD.

Rating Technology Environment Resources
+4 On the verge of collapse Many garden worlds All you could want
+3 Slipstream mastery Some garden worlds Multiple exports
+2 Slipstream use One garden and several survivable worlds One significant export
+1 Exploiting the system One garden and several hostile environments Rich
0 Exploring the system One garden world (perhaps additional barren worlds) Sustainable
-1 Atomic power Survivable world Almost viable
-2 Industrialization Hostile environment (gravity but dangerous atmosphere) Needs imports
-3 Metallurgy Barren world (gravity, no atmosphere) Multiple dependencies
-4 Stone Age No habitable gravity or atmosphere No resources

Notes:

Verdict on Diaspora Planet Generator

I like that Diaspora has three variables for the technological and industrial capabilities of a planet. See “Life on Theta Priori” for one world generated by this method … and a lot of thinking and writing.

That said, it commits the twin “sins” of compressing historical technology and relying too much on its assumptions about future technology. In particular it assumes that after +4 civilizations will either collapse or reach some sort of technological transhumanist Singularity, which from the perspective of less advanced worlds looks identical.

My Tech Levels

From The Stellar Alliance.

TL:
Tech Level, a rough guide to the technological capabilities of a civilization and the sophistication of their artifacts.
RTL:
Relative Tech Levels, i.e. difference between the average for interstellar civilizations and a particular TL.
TL RTL Description Earth History / Other Civilizations
0 -5 Stone Age < -3000
1 -4 Bronze Age, Iron Age, Medieval -3000 … 1450
2 -3 Age of Sail, Industrial Age 1450 … 1950
3 -2 Information Age, Space Age 1950 … 2200
4 -1 Interplanetary Age 21001 … 2300
5 0 Interstellar Age 2300 … 2400
6 +1 Alliance Age 2400 … ????
7 +2 Transhuman Age Transhuman Commonwealth
8 +3 Teletransport Age (Outer Ones?)
9 +4 Sufficiently Advanced Technology Dominion of the First
10 +5 Weakly Godlike Entities Ylem Wraiths2

Assessment of My TLs

I wrote this version mainly to support a space opera campaign inspired by Star Trek and The Orville. I don’t vouch for its historical accuracy.

After I defined technologies leading up to the Stellar Alliance, I ran out of inspiration for technologies beyond the Alliance. I only knew I wanted the galaxy’s average technology to be one step below the Alliance and that I wanted an equal number of levels above and below that point for random rolls and the like. (RTL was obviously inspired by Diaspora.)

Because of this the Earth / Solar System timeline is all messed up and historical technologies are just as compressed as in SWN TLs. So not a great job.

Also I’m not sure why I originally put this in the Mini-Six rules not the general ones. Maybe because Cepheus (Traveller) has its own TLs? Everywhen, the next system to which I was planning to port the setting, doesn’t have much of a list of future weapons, so I can probably just punt on TLs. In Alliance Space, there’s Alliance Tech (with warp drives, exo-beams, and other miracles) and everyone else (with jump drives or hyperdrives and gritty Star Wars / Firefly kit).

Faster Than Light: Nomad Technological Ages

From Faster Than Light: Nomad by Stellagama Publishing.

I added a column for my tech levels, above, for comparison and because I like numbers.

My TL Age Earth Period Summary
n/a No Technology prehuman no tool use to speak of
0-1 Early Primitive prehistory stone, muscle power
1 Late Primitive -6000s metallurgy, water/wind power
2 Early Mechanical 1450s guns, steam power
2 Late Mechanical 1900s plastics, combustion engines
3 Early Atomic 1945 electronics, atomic energy
3 Late Atomic 1990s computers, nuclear rockets (maybe)
4 Early Space 2100s? space colonies, fusion
4 Late Space terraforming, early FTL
5 Early Interstellar extrasolar colonies, gravitics
5+ Late Interstellar faster FTL, smaller/better gear
6-7 Early Galactic energy shields, hi-G starfighters
8 Late Galactic smaller gravitics, teletransporters
9 Early Cosmic3 advanced organic hulls, total energy conversion
9+ Late Cosmic3 force hulls, gravity drive
9++ High Cosmic4 Dyson spheres, stellar engineering
10 Beyond Cosmic4 weakly godlike entities

FTL Range and Transit Times

Each Age after Early Interstellar sees improvements in FTL technology:

Age Range (parsecs) Transit Time Recharge Time
Late Space 2 7 days 7 days
Early Interstellar 3 7 days 7 days
Late Interstellar 4 7 days 7 days
Early Galactic 6 2 days 4 days
Late Galactic 10 1 day 2 days
Cosmic 50 instant 1 day
Beyond Cosmic4 instant instant

(Table reproduced from p. 159 of Faster Than Light: Nomad.)

In Nomad, ships need a star at the beginning and the end of the hyperspace path. Thus the range limits how many parsecs (pc) they can jump at a time, and what kind of path they need to take to get to their final destination.

Each FTL trip takes a fixed amount of time (the “Transit Time”), and a ship must wait a certain period (the “Rechard Time”) before it can enter hyperspace again.

My Take on Nomad’s Tech Ages

Nomad’s Technological “Ages” are appropriate for a game set in the future. Historians, however, may cringe at compressing most of human history into the “Late Primitive” age, with the remaining eight centuries from the invention of guns to now spread over four subsequent “ages”.

As with all these systems, the pace and sequence of future technologies may not reflect reality. My summaries left out a lot for brevity (and respect for copyright), but the progression seems reasonable. One can quibble about when “true AI” may come about (if ever), for example, but one can always use the GURPS approach of calling out specific deviations from the standard progression, e.g. a civilization may have true Artificial General Intelligence but no FTL drive, or blend Late Galactic technologies with curious blind spots. (For example, look at the schizo-tech settings of Warhammer 40K, Dune, and the Star Wars Universe.)

An important difference seems to be the speed of FTL. Tying FTL speeds to the Tech Age of a spacecraft simplifies things enormously. Most campaigns will take place in a single Age, with maybe a handful of civilizations being more (or less) developed. Players and GMs can calculate how many days from one star to another simply by plotting a route on the star map.

FTL: Nomad’s Technological Ages may fail as a description of known history, but succeed as a description of a science fiction game’s supported setting assumptions: interplantary travel, interstellar travel, galactic empires, and cosmic technological power.


  1. Overlap with prior era reflects regression of Earth relative to Mars. Or I just screwed up. – Past Frank ↩︎

  2. Mysterious and unsettlingly friendly beings from another dimension. ↩︎

  3. Extended from “Cosmic” in Spacecraft Go!↩︎ ↩︎

  4. Extended from “Cosmic” by me in private notes. ↩︎ ↩︎ ↩︎