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Modifying Subsector Generation...

I'm not using the normal Traveller universe, though I do plan to use the staples (races, no FTL comms, etc.).

A. For the adventure/campaign I am planning to run I want to set it in a time just after jump technology became available. I'm imagining a Universe in which Generational ships were sent out to colonize the galaxy. Jump drives were created a short time ago, (I.E, jump 1 is moderately common, but jump 2 is the next big thing, and scientists are theorizing about jump 3).

The idea was to create a more sparsely inhabited sub-sector, and the solution I came to was to follow the model in the book of applying a DM (of -1 in this case) to the planet roll. This didn't work as I'd wanted though. It did create a sub-sector of fewer planets, but the number/quality of spaceports wasn't changed (this may be a Duh moment for those who've created them before, but I was going through the progress paragraph by paragraph). Having already started, I decided to finish the sub-sector I was working on for the purposes of getting the hang of it, and figure out what to do later.

My current idea is to apply a DM+2 (or whatever) to the second roll (don't have the book on me so I don't have the verbiage at hand) so that A rated Space Ports are removed, and possibly increase that to get down to the highest level of space port I'm planning to have.

B. While looking at the table I noticed how much setting detail is defined by that table. That a port is more likely to have a Scout base than a navy base. That a commercial port is less likely in the absence of a gas giant (fuel, I know). A couple
1. Scout bases were (slightly) more likely on a base by base basis, to have a better star-port than a navy base. Given that the Scouts are the ones who should be expanding the frontiers, and the Navy should be defending the encompassed territories, I figure that Scout bases should be the first ones placed down, so they should be more likely to be in a system with a rating of x than navy bases should be.
2. As for there being no navy or scout bases in systems with a high space port rating, that seems odd to me. Is that a matter of Ports that are established by Corporations, rather than the military? Or is there some other reason for it?
3. The text says that Ports of such and such rating may have a navy base, and may have a scout base, yet according to the matrix, they all do at that level (this comment is repeated for each quality of Port other than A and possibly B, don't have the book on me atm though). Was that a typo (on one side or the other? Or is the matrix just meant to show what's likely?

C. Now for the big one. How much will I screw things up if I modify things to "fix" these "problems"? Specific changes: Add a few levels at the bottom of the matrix for a second X port, as well as a couple for Y ports (an unmarked patch of dirt, no bases, no facilities); move the Navy column up such that the top of it is in line with the top of the scout column, while leaving the number of rows in the matrix that have a yes in that column the same (i.e, no new navy bases added, just moving them to higher quality bases); removing every other base such that (for example) odd rolls don't have a navy or a scout base and even ones do, or evens are an either or proposition and odds have both.

Any thoughts? Am I worrying over nothing? Is there a section in a later book that addresses these things? Or is the expectation just that the chart will be used to stimulate the imagination (much as they describe the process of planet generation)?
 
I think I see the problem with your bases and gas giants. You're treating the extra columns of the System Contents Table as givens instead of rolls, right?

You need to roll for each: Starport, Naval Base, Scout Base, and Gas Giant, separately. With DMs and qualifiers (under the table) for Bases.
 
Now for the big one. How much will I screw things up if I modify things to "fix" these "problems"?

Not much :) It's your universe (YTU aka Your Traveller Universe) and what you're doing isn't anything many of us haven't done.

...Add a few levels at the bottom of the matrix for a second X port, as well as a couple for Y ports (an unmarked patch of dirt, no bases, no facilities)

Well, your Y port sounds like an X port ;) (and in Book 6 "Y" is used in Spaceport key (for none, like X)

As a preview of Book 6 should you lay hands on it (consider the CT CD, link to follow, $35 and you get all the CT Canon in PDF, it's a massive collection of material) in that you get to expand the basic system generation to include Spaceports and other worlds in the system (not just the mainworld), and stars (more than one per system possible), and gas giants (more than one per system possible) and much more.

Yeah, Book 7 and 8 are about the hardest to find in LBB, I've seen 7 go for $50 and have not seen 8 at all, 6 did come up now and then for a few bucks.

Classic Traveller CD ROM: http://www.farfuture.net/cdroms.html

There are discussions on this site of what all is included and work on correcting errors. Here's one discussion (link direct to the list of the full contents: CT CD Contents
 
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You need to roll for each: Starport, Naval Base, Scout Base, and Gas Giant, separately. With DMs and qualifiers (under the table) for Bases.

D'oh! Yeah, didn't think that I had to roll each one, I'm going to "have" ;) to roll up another subsector to see how it works out. It may well be the other issues disappear with that.

Far-trader: I think I am going to get that CD. I noticed someone on the boards here seems to be selling one, but if I don't get that I'll buy it from the site (an early christmas gift).

The main idea of the added level is to represent places where there is no port, and no bases, though if you roll for each column, then it's possible to end up with that anyway. I'll have to mull over the changes this makes to my concerns. I'll post later.
 
There are many ways to tweak the world generation rolls for specific effect. For big distribution changes, though, you want to revise the tables themselves, if not the entire process.

For an area of space with mostly deserted stars due to being untouched (as opposed to being post-collapse), consider generating the planetary physical stats *only* (as well as planetoid belts and gas giants), and set the population, base, and starport stats to zero.

Does this map have any garden worlds? Concentrate on those first, as your early Jump-capable colonists are going to be picky. Depending on how far along the colonial era is, you might want to roll your Pop digit with a negative DM, make all Government types a 6, and base starport not on a random roll, but on how far from "home" these worlds are.

In an early model, the chances of having population on any non-prime world is fairly slim. Apply a -2 DM to the Pop roll per hex away from the closest garden world.

For a slightly later take, with worlds going independent, start rolling Government types randomly, and drop the population DM for other systems to -1 per hex or even -1 per two hexes as a default. Exceptions do occur, so you'll want to know what your standard Jump Drive is, and start mapping routes between the Gardens that use that Jump number. Any route that requires more than two jumps is probably going to get a "roadside gas station" in the middle.

The last stage is really a standard set of rolls, as the gardens and successful gap fillers start to reach out and put souls on every rockball they can reach.

Wildcards do exist even in the early stages, so you might find that an otherwise unsuitable ball of rock deserves early colonial attention because it bridges between jump mains, or you may look at a garden world and decide that its a Deathworld instead, due either to exotic biology or some other trait.

This isn't as random as the usual methods, but that space will be *yours* when it is done.
 
I looked over the concerns I'd noted, and considered them in light of my new understanding of the rules (seriously, I don't know how I missed the line of text beneath the matrix that says "you must roll on each column"). Almost all of them are accounted for with that. The only one left is the idea of decreasing the average quality of space ports by applying a DM, but that is easily applied. I haven't looked into it much, but it occurs to me that applying a maximum tech level as a DM... somehow, just might achieve that goal. I'll look into it more, and if I come up with anything interesting I'll post it.
 
" 2. As for there being no navy or scout bases in systems with a high space port rating, that seems odd to me."

Scouts are on the perimeter of civilization, (Mostly "D") beyond which it's too far to have a base, and it's just "E", or "X".

"Y" is a spaceport, similar to "X", but not a starport. It's really just terminology here.

You'll never see a Mainworld UPP with Y......

Welcome to the Life.
 
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You could try this

Use the random subsector generator:
http://zho.berka.com/data/random/

Set Settlement to Frontier.
Set Density to Scattered.
Change any other parameters as You like.

Run it a few times to see if it can create a subsector You like.
If not, try changing the settings.
 
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