Originally posted by jappel:
Thanks for the info gents.
BTW, my issues with CT worldbuilding is that you so often get results that are patently ridiculous. (Pixie, population 90 sophonts, with high TL, a Class A starport and a naval base? Worlds with a 2000 mile diameter with an earth-standard atmosphere? Etc.)
I'm not saying we need to do Book 6, the WBH or First In, but I think it would be worthwhile to at least fix something that is so obviously broken. You still want quirks and outliers, and we definitely want more habitable worlds than a strict adherence to current scientific thought would yield. That's just asking too much of people's disbelief suspenders, IMHO.
- John
There is an alternate Basic World Generation sequence that was developed by Jim Vassilakos for Galactica 2.0 that produces much more realistic results. It does the physical stats first, using those generated to modify later ones, then follows up with Social and Technical stats based on the physical ones. Take a look, try it out!
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Variant Main World Generation System for Traveller
--------------------------------------------------
1. World Size. Roll 2d6-2.
2. Atmosphere. Roll 2d6-7+Size.
if size=0 then atmos=0.
confine range to 0-F.
3. Hydrographics. Roll 2d6-7+Size.
if atmos is 1 or less then DM -4
if size is 1 or less then hydro=0
if atmosphere is A-C then DM -4
if atmosphere is E then DM -2
confine range to 0-A
4. Indigenous Life. Roll d12-1 twice, take lower of two rolls
if atmos is 1 or less then life = 0
if atmos is A-C then DM -6
if hydro = 0 then DM -4
if life is A-B then 50% chance of DM +2
confine range 0-D
if life is D then conduct eco-collapse:
atmos=C
hydro, DM -4
confine hydro 0+
Life Stat Explained
-------------------
0: Sterile: No indigenous life. Atmosphere is
not breathable without substantial
co-engineering.
1: Proto-cellular: Indigenous life consisted of
amino acids and/or various primitive
replicators. These may have been wiped out
by transplanted organisms.
2: Single-cellular: Transplants would have
taken over.
3: Multi-cellular: Transplants would have taken
over.
4: Complex microscopic: Lots of colorful ooze.
Transplants would have taken over for the
most part, however, there might be some
indigenous bacteria still competing.
5: Macroscopic: Mainly small indigenous
sea-life which would be competing along side
whatever transplants are present.
6: Primitive ecosystem: Oceans are teaming with
indigenous organisms, but land-based life is
just carving out its niche. Transplants may
have halted the advance of indigenous life,
assuming the two are bio-compatible.
7: Teaming ecosystem: Water/Land/Air-based
herbivores and predators. Transplants would
have a hard time competing in such an
advanced ecosystem. Bio-compatibility would
be an important issue.
8: Proto-sentient: Tool-fabrication, mastery of
fire.
9: Sentient: Agriculture, language, symbology.
A: Non-spacefaring: Planet may be a biological
protectorate (ala the Prime Directive).
B: Early Spacefaring: Indigenous race may have
been given technology or may even have been
genetically uplifted.
C: Cataclysm: Result of either war, plague, or
minor environmental mismanagement. Survivors
are in a state of slow recovery.
D: Green Hell: Result of major environmental
mismanagement. World is transformed into a
greenhouse.
5. Resource Level. Roll 2d6-7+Size
confine range 0-F
Resource Stat Explained
-----------------------
0: Barren
1-4: Poor: Basic chemical diversity necessary
to support indigenous life.
Otherwise, no claim to fame.
5-8: Moderate: Moderate resource base capable
of being exploited for export.
9-C: Rich: Rich resource base, one of which
could command subsector-wide influence.
D+ : Extreme: Very rich resource base, one of
which could command sector-wide
influence.
6. Population. Roll 2d6-2.
if size is 2 or less then DM -1
if atmosphere is 3 or less then DM -3
if atmosphere is A then DM -2
if atmosphere is B then DM -3
if atmosphere is C then DM -4
if atmosphere if greater than C then DM -2
if atmosphere is 6 then DM +3
if atmosphere is 5 or 8 then DM +1
if hydro=0 and atmos>3 then DM -2
if life is 0 then DM -2
if life is 7+ then DM +2
if res is 0 then DM -3
if res is 1-4 then DM -1
if res is 5-8 then DM +1
if res is 9-C then DM +2
if res is D+ then DM +3
confine range to 0-A
6b. Population Multiplier. Roll d10-1.
if pop is 0 then 5 in 6 chance that popmult = 0
7. Starport. Roll 2d6 (use whichever table suits
the locality but remember that high rolls
result in a lower quality starport).
if pop=0 then starport=X
if pop=1 then DM +2
if pop=2 then DM +1
if pop is 6-9 then DM -1
if pop is A then DM -2
confine range to A-X
8. Government. Roll 2d6-7+population.
if pop=0 and popmult=0 then gov=0
confine range to 0-F
9. Law Level. Roll 2d6-7+government.
if gov=0 then law=0
confine range to 0-20
10. Tech Level. Roll d6. Modify as per the
standard chart for starport, size, hydro, and
pop. Modify as per standard chart for
atmosphere except for D-E range.
Modify as per law as follows:
if is law B-D then DM -1
if is law F+ then DM -2
Modify as per government as follows:
if gov = 1 or 5 then DM +1
if gov = 13 or 14 then DM -2
if gov = 6 or 15 then DM -1
if pop=0 & popmult=0 then tech=0
confine lower bound of range to 0
11. Technical Depopulation.
if hydro is 0 or A and pop is at least 6,
then tech must at least be 4.
if atmos is 4, 7 or 9,
then tech must at least be 5.
if atmos is 3 or less or A-C,
then tech must at least be 7.
if atmos is D or F and hydro is A,
then tech must at least be 7.
if tech is less than minimum required tech
then:
pop=0, popmult=0, gov=0, law=0, tech=0,
starport=X
12. Trade Classifications
As per MegaTraveller rules except as follows:
Deleted: Rich, Poor, and Industrial,
Nonindustrial, Non-agro
Modified: Agricultural (may include hydro 9+)
Fluid (no size restriction, atmos
A-C, hydro 1+)
13. Main Export Commodity.
if res = 5+ & tech = 1+ & pop=5+ then try to
assign an export (try as many times as there
are resource points, choosing the best outcome
based on tech level)
if AG then export = d5
otherwise then export = d29+4
if no export is selected, then export=0
Export Stat Explained
---------------------
Roll Tech Etc
0 None 0 -
01 1 Textiles 5 A
02 2 Wood Products 4 A
03 3 Livestock 1 A
04 4 Agro-Consumables 4 A
05 5 Pharmaceuticals 9 -
06 6 Petrochemicals 6 L
07 7 Biologicals 1 L
08 A Antimatter H -
09 B Bio-engineering D -
10 C Computers D -
11 D Industrial Crystals 5 -
12 E Electronics C -
13 F Farm Machinery 5 -
14 G Gemstones 1 -
15 H Heavy Metals 5 -
16 I Industrial Machinery 5 -
17 J Synthetic Fabric 8 -
18 K Synthetic Foods 8 -
19 L Industrial Chemicals 7 -
20 M Rare Minerals 5 -
21 N Weaponry/Armor A -
22 O Radioactives 6 -
23 P Polymers 9 -
24 Q Cybernetics C -
25 R Robots D -
26 S Starships B -
27 T Tools 5 -
28 U Underwater Equipment 7 -
29 V Vehicles/Gravitics 8 -
30 W Banking/Insurance D -
31 X Entertainment D -
32 Y Art/Publishing/News D -
33 Z Information/Research D -
Tech=X: X is the minimum tech level
Etc=A: World must be Agricultural
Etc=L: Life must = 7+
14. Determine Bases, Gas Giants, Planetoid Belts,
and Travel Codes normally.</pre>[/QUOTE]