I got the table for generating trade routes from the 1977 edition of LBB3 (Thanks Sigg!) and I'm going to write a little program that does the following:
1. For each star system, determine all neighboring systems within 1, 2, 3, or 4 hexes.
-- The math: Compare two systems' XXxx and xxXX pairs and continue only if the difference in ID of both pairs is less than or equal to 4.
2. Compare starport codes and roll D6 on the route table to determine if a route exists
3. if a route exists, add 'route IDxx IDxx' to a running text file
4. (optional) delete duplicate routes (routes with opposite source and destination systems).
5. feed the final file into the sector generation script
6. (options) I thought about encouraging trade routes across polity borders, and trying to encourage connections of 'long routes'... but that last one will be complex mathematically.
and voila! ... the generation system will have automatic generation and display of trade routes. Any ideas or suggestions from the esteemed Travellers of CotI ?
1. For each star system, determine all neighboring systems within 1, 2, 3, or 4 hexes.
-- The math: Compare two systems' XXxx and xxXX pairs and continue only if the difference in ID of both pairs is less than or equal to 4.
2. Compare starport codes and roll D6 on the route table to determine if a route exists
3. if a route exists, add 'route IDxx IDxx' to a running text file
4. (optional) delete duplicate routes (routes with opposite source and destination systems).
5. feed the final file into the sector generation script
6. (options) I thought about encouraging trade routes across polity borders, and trying to encourage connections of 'long routes'... but that last one will be complex mathematically.
and voila! ... the generation system will have automatic generation and display of trade routes. Any ideas or suggestions from the esteemed Travellers of CotI ?