Planet AP

Local Tech
The locals can create a particular example of extremely high tech, possibly even something that exceeds pretech standards. They may use unique local resources to do so, or have stumbled on a narrow scientific breakthrough, or still have a functional experimental manufactory. Enemies: Friends: Complications: Things: Places:
 * Keeper of the tech
 * Offworld industrialist
 * Automated defenses that suddenly come alive
 * Native alien mentors
 * Curious offworld scientist
 * Eager tech buyer
 * Native in need of technical help
 * The tech is unreliable,
 * The tech only works on this world
 * The tech has poorly-understood side effects
 * The tech is alien in nature
 * The tech itself
 * An unclaimed payment for a large shipment
 * The secret blueprints for its construction
 * An ancient alien R&D database
 * Alien factory
 * Lethal R&D center
 * Tech brokerage vault

Major Spaceyard
Most worlds of tech level 4 or greater have the necessary tech and orbital facilities to build spike drives and starships. This world is blessed with a major spaceyard facility, either inherited from before the Silence or painstakingly constructed in more recent decades. It can build even capital-class hulls, and do so more quickly and cheaply than its neighbors. Enemies: Friends: Complications: Things: Places:
 * Enemy saboteur
 * Industrial spy
 * Scheming construction tycoon
 * Aspiring ship hijacker
 * Captain stuck in drydock
 * Maintenance chief
 * Mad innovator
 * The spaceyard is an alien relic
 * The spaceyard is burning out from overuse
 * The spaceyard is alive
 * The spaceyard relies on maltech to function
 * Intellectual property-locked pretech blueprints
 * Override keys for activating old pretech facilities
 * A purchased but unclaimed spaceship
 * Hidden shipyard bay
 * Surface of a partially-completed ship
 * Ship scrap graveyard