That stuff needs to be embedded in the system, so the player- (and preferably also referee-) facing part of it doesn't require terribly complex math.As a general rule, if my gaming requires logarithms, the gaming needs to be adjusted.
I’ve been looking at various DMs (negative and positive) for size, atmosphere and hydrographics but haven’t produced any results that feel right so far (results ending up being too extreme or you end up with the majority of worlds having zero population or sometimes both).
The reason for establishing a colony would definitely have an impact on the preferred type of world, as would the “sponsor” of the colony. A mining colony would normally be established by a megacorporation and the colonists would be their employees (and families). Colonies established to relieve over-population elsewhere would tend to favour garden worlds.
It's not the number/proportion of garden worlds (or worlds of other types), it is the straight-up (2D-2) roll for population regardless of the characteristics of the world that concern me. As things stand, you could have 90 billion people living on a size 1 world but nobody living on the garden world one parsec away, which doesn't really make sense.Given the random generation of UWPs, the possibility of the generation of extremes in various directions shouldn’t be surprising. What results would you like to see? For example, what proportion of worlds in a sector should be garden worlds to have the sector feel right to you?
The same applies to my gaming. Sometimes, though, a small corner of game design can be improved with logarithms. Ideally, players or referees would not have to be equipped with a calculator (or an analogous smartphone app) with a “log” button while gaming, which is why converting the logarithm use to dice roll tables for use by players or referees doesn’t require any major adjustment to gaming.As a general rule, if my gaming requires logarithms, the gaming needs to be adjusted.
It’s not supposed to make sense. Quite the opposite.It's not the number/proportion of garden worlds (or worlds of other types), it is the straight-up (2D-2) roll for population regardless of the characteristics of the world that concern me. As things stand, you could have 90 billion people living on a size 1 world but nobody living on the garden world one parsec away, which doesn't really make sense.
From what I can see, Benford’s Law can still generate unrealistic populations.
I suppose that the technological level of an Ag world would also play a rôle in determining how many sophonts it could feed. Perhaps the long Vilani experience with food processing techniques also increases the amount of food that an Ag planet can provide.One thing I’ve wondered is ‘are there enough Ag worlds to feed all of the Hi Pop, Vacc, De, and Toxic Atmo. Worlds?’. In the Imperium.
My view aligns with kilemall’s view; coming up with an explanation for unusual results provides flavor to the setting. For example, perhaps the garden world has fungal spores to which the native fauna and flora are well-adapted, but which have killed all non-native would-be colonists to date. If a result seems completely implausible despite a good-faith effort to rationalize it — if the result of 90 billion people on a size 1 world is just too much to swallow — just change the world’s characteristics: exchange its population digit with that of another world, or just replace it with whatever population digit seems best. But be sure to alter its government (and thus law level also), technological index, and trade classifications accordingly. (Keeping track of such population digit exchanges/replacements might give you clues as to how to improve subsequent UWP generation to your taste.)It’s not the number/proportion of garden worlds (or worlds of other types), it is the straight-up (2D−2) roll for population regardless of the characteristics of the world that concern me. As things stand, you could have 90 billion people living on a size 1 world but nobody living on the garden world one parsec away, which doesn’t really make sense.
There's a bit missing from that - it should read:The spores which would kill non-natives, but which the local fauna (including sophonts) reminds me of Pell in the CJ Cherryh alliance/Union books.
Thanks for mentioning the existence of your Population variant discussion; I hadn’t previously read it. Your Settlement Level modifier is elegant.I had a discussion in the Cepheus General area about making the pop roll be a 1D6 roll, with mods for the settlement level of the area and for the habitability of the world.
No worries — that’s how I’d interpreted the lacuna.TIL that you can't edit posts once they have been, errr, posted for more than a few minutes.
There's a bit missing from that — it should read:
“The spores which would kill non-natives, but which the local fauna (including sophonts) aren't affected by…”
>>> k = sum([1/n for n in range(1,10)])
>>> dict(zip(range(1,10),[f'{1/(n*sum([1/n for n in range(1,10)])):.02f}' for n in range(1,10)]))
{1: '0.35', 2: '0.18', 3: '0.12', 4: '0.09', 5: '0.07', 6: '0.06', 7: '0.05', 8: '0.04', 9: '0.04'}
>>>
That’s a nice, compact use of Python. Using .03f instead of .02f would show that the result for 8 is greater than the result for 9.Below isn’t *exactly* the same distro as Benford’s Law; it’s close, but more like a discretized version of a Zipf distribution:
Code:>>> dict(zip(range(1,10),[f'{1/(n*sum([1/n for n in range(1,10)])):.02f}' for n in range(1,10)])) {1: '0.35', 2: '0.18', 3: '0.12', 4: '0.09', 5: '0.07', 6: '0.06', 7: '0.05', 8: '0.04', 9: '0.04'} >>>
You're right. Zipf is a discrete analog of the pareto distribution. I had that backwards.That’s a nice, compact use of Python. Using .03f instead of .02f would show that the result for 8 is greater than the result for 9.
Aren’t all Zipf distributions discrete? (I think that Pareto distributions, e.g. the basis of the “80/20 rule”, are the continuous analogues of Zipf distributions.)
dict(zip(range(1,10),[f'{1/(n*k):.02f}' for n in range(1,10)]))
{1: '0.353', 2: '0.177', 3: '0.118', 4: '0.088', 5: '0.071', 6: '0.059', 7: '0.050', 8: '0.044', 9: '0.039'}
I think the ?why? worlds can be based on the idea that moving population is hard, but supporting it is not as hard.It's not the number/proportion of garden worlds (or worlds of other types), it is the straight-up (2D-2) roll for population regardless of the characteristics of the world that concern me. As things stand, you could have 90 billion people living on a size 1 world but nobody living on the garden world one parsec away, which doesn't really make sense.
It's been a while since math made me giggle....An interesting and sometimes counterintuitive fact is that population sizes in nature are 30% likely to start with the digit 1. This is called Benford's law (see http://en.wikipedia.org/wiki/Benford's_law ). This law works on the population sizes of countries on Earth (have a look at world population sizes and count how many start with 1 if you don't believe me! You'll see that roughly 30% start with a 1!!!)