My proposal is to have system data available for every sector in the universe. This proposal consists of (1) a random number algorithm, and (2) a generation procedure.
Pseudo-Random Number Generator (PRNG)
The PRNG is a modified version of Bob Jenkins' "small noncryptographic PRNG", posted in a separate thread in Software Solutions.
The rule is: a new random number is used to generate every value (e.g. 1d6, 1d9, or 1d10) as needed.
2d6 is two calls to the random number generator. Similarly flux.
3d6 is three calls.
And so on.
These random integers are big (32 bits), but the period in the PRNG is huge. The average cycle length is expected to be about 85,070,591,730,234,615,865,843,651,857,942,052,864 results. So, it's less of a logistical nightmare to just get a new number than to try to use up the current one.
Generation Procedure
The procedure follows the Traveller5 rules for sector and system generation, in order, and as needed.
1. Seed the PRNG with the unique hex ID, which is just any string that uniquely identifies a sector and its hex, be it "Faraway/1910" or "TashAlt/54A7/B9910/1910".
2. Supply external information about the sector, such as system density.
3. Using page 421, determine if there's system in this hex. If not, then stop. This requires from one to three dice to be rolled.
4. Follow the master system generation checklist on page 431.
The full process may require anywhere from as few as 40 to upwards of 400 dice rolls, depending on the number of stars and planets show up in the system. On the average, each star requires 6 to 7 d6 rolled, and each world requires 45 d6 rolled (due mostly to satellites).
Pseudo-Random Number Generator (PRNG)
The PRNG is a modified version of Bob Jenkins' "small noncryptographic PRNG", posted in a separate thread in Software Solutions.
The rule is: a new random number is used to generate every value (e.g. 1d6, 1d9, or 1d10) as needed.
2d6 is two calls to the random number generator. Similarly flux.
3d6 is three calls.
And so on.
These random integers are big (32 bits), but the period in the PRNG is huge. The average cycle length is expected to be about 85,070,591,730,234,615,865,843,651,857,942,052,864 results. So, it's less of a logistical nightmare to just get a new number than to try to use up the current one.
Generation Procedure
The procedure follows the Traveller5 rules for sector and system generation, in order, and as needed.
1. Seed the PRNG with the unique hex ID, which is just any string that uniquely identifies a sector and its hex, be it "Faraway/1910" or "TashAlt/54A7/B9910/1910".
2. Supply external information about the sector, such as system density.
3. Using page 421, determine if there's system in this hex. If not, then stop. This requires from one to three dice to be rolled.
4. Follow the master system generation checklist on page 431.
The full process may require anywhere from as few as 40 to upwards of 400 dice rolls, depending on the number of stars and planets show up in the system. On the average, each star requires 6 to 7 d6 rolled, and each world requires 45 d6 rolled (due mostly to satellites).
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