I've been trying to define different kinds of interstellar regions. This is what I have come up with. It is still very tentative.Anyone have divergent rules when determining a sector of "wilderness" space?
My current method: When generating population, if the digit is 6 or less, I set it to zero and remove the starport. Otherwise, I demote the starport one letter, in some cases demoting it to a spaceport. (I'm still working on the "best" way to demote a starport).
You can try out a proof of concept (still being developed) of this algorithm here: http://eaglestone.pocketempires.com/survey/t5-prog/t5sysgen.pl. Just switch the generation option from "Civilized" to "Wilderness" and press "Submit Query" to see the differences between the two. They generate the same data, but the Wilderness option applies a different filter to the UWP data.
This results in a sector with plenty of populated worlds (one example has 24% of the worlds with a population), and some worlds that are capable of building jump drives (same example, 6% of the worlds at TL9+), with only a handful at TL C-E. Obviously, this is a nascent "sector at war" setting, with population and TL together playing the biggest part on which worlds are powerful and which aren't.
To a certain degree, the above is similar to applying a "hard times" algorithm. So, perhaps a more generalized algorithm that's useful in both contexts would be more useful.
Wilderness: No local starship production. Many empty worlds. Max TL 8.
Frontier: No more than X (30?) % of ships locally built. Worlds capable of building starships limited in numbers and placed by hand. Max TL 12.
Developing: Populations and economies growing. Scattered backwaters. [This would be the standard world generation rules, more or less.] Max TL 15 (14?).
Mature: Mostly optimum populations. [Have to define optimum.]
Ancient: Many thousand of years' development.
Comments? Ideas?
Hans