Technology

The average TL of Rifts is about TL7, however stating it like that is misleading. Very few places will have a single tech-level in the standard GURPS use of the term, but rather a mixture of different technologies.
A typical small community of a few hundred people will itself be TL3, with a simple forge to make iron tools, and still using horse carts. However the villagers will be aware of devices up to TL10, and will probably own a few. Some of them may even be trained in high TL mechanics or medicine, although limited resources prevent them from applying most of that knowledge. As a rough guide, for every order of magnitude larger the population is, the local TL will increase by 1, so a large town will be TL4 or 5, while major cities will be TL6 or better. Larger communities have the resources needed for high-tech industry, although the fact that literally everything must be produced locally drives up prices considerably. The uper limits of technology for the major nations are listed below.
The Coalition
Without question the highest (known) level of technology in North America, equal to TL10 in most areas. The CS definitely has full TL10 armour, weapons, power systems, medical and biotechnology, and anti-grav systems. In the areas of sensors, computers, and communications they lag behind a bit, having merely early TL9.

Northern Gun
The overall tech-level of Northern Gun is 9, however they excel at producing weapons and armour where they have early TL10. In sensors, comms, and computers they are even further behind than the CS, having just TL8 systems available.

Lazlo, Tolkeen, and New Lazlo
These three nations are all TL8, however this is misleading because of their use of magic and techno-wizardry. A TK-enhanced TL8 railgun can be equal or better than its TL10 equivalent. However with regards to conventional technoogy, they can produce and repair TL8, and make extensive use of purchased TL9-10 gear.

Triax and the New German Republic
Triax is significantly ahead of the CS, however still at overall TL10, with some TL11 advances. Their sensors, comms, and computers are much better, equal to early TL10.

Atlantis
Between their various minions and trade agreements the Splurgoth have complete access to TL10 equipment, and limited acess to TL11. As with Lazlo and other magical human nations, they can significantly improve this using techno-wizardry. Splurgoth bio-wizardry can achieve effects equivalent to TL12 biotechnology.

Small Kingdoms
A typical small kingdom (say half a dozen towns) will have TL7 products, and the ability to repair most small TL8 or 9 devices. Those in dangerous areas will have access to either purchased TL8+ power armour and mechs or equivalently powerful magic.

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