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.
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.
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