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World Generation in 2300AD

Heidelsheimat strikes me as a potential problem for the world gen system. One the one hand, it's a garden world with a breathable nitrogen-oxygen atmosphere. On the other hand, it's a low-gravity world (0.44 g) with, presumably, a very low density.

Could the world gen system create such a world, or is it just a one in a thousand freak event? (Or, maybe, is it a case of ancient alien terraforming?)
 
Heidelsheimat strikes me as a potential problem for the world gen system. One the one hand, it's a garden world with a breathable nitrogen-oxygen atmosphere. On the other hand, it's a low-gravity world (0.44 g) with, presumably, a very low density.

Could the world gen system create such a world, or is it just a one in a thousand freak event? (Or, maybe, is it a case of ancient alien terraforming?)

Freaks like this are why I don't use world generation systems. This particular freak likely arose from the broken "pick a mass / pick a density" model from 2300. The Colonial Atlas is full of hilarious examples of bad world-building.
 
Axial tilt: this can make planets very different. We have a range in the solar system from 0 to 177 degrees. Planets with near 90 degree tilt have warmer equators than poles, and quite bizarre weather (Darren M. Williams has a simulation paper about terrestrial tilted planets too). I would guess tilt can just be calculated as (say) 1d6 x 1d6 x 1d6 degrees to get a nicely skewed distribution.

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I like using just formulas (one reason I loved 2300AD was that it was the only game with a cube root formula in it), but many gamers do not. Tables take a lot of space. Maybe just distribute the formulas but make a simple on-line generation system?

Some problems with multiplying 3 d6:

1. Max is 216. Max tilt is 180. 181 is the same as 179. 1d6 * 1d6 * 1d5 would handily keep it to 180, with an average of 36.75.

2. Either your roll or mine gives big gaps of values you can't get, interspersed with spikes of values. For example, my roll give 1/180 chance of 108 and of 125, 4/180 of 120, and *no* chance of anything in between. The worst gap is from 150 to 180!

3. There should actually be a clump near 0 and a smaller clump near 180, as tidal forces are likely to push other values towards either 0 or 180.

4. Tilt should be more random further out from the star and more likely near vertical close in, for the same tidal reasons.

I'm ok with complex formulae myself, and would suggest something like generating a number between 0 and 1, with at least 3 digits of precision. Then I'd raise that number to a power depending on how close to the star. Far out, a power of 1 or slightly more gives very random, while close in, a power like 3 or so squeezes most values down near 0 while allowing the rare high value. Once you've exponented it, multiply by 90, and on a rare random, subtract that from 180 for upside down ones.

I know, it's more complex than most gamers want to do. But as I said, I go for complex. :)
 
I originally thought about tilt = 1d6 x 1d6 x 3 degrees, but it has even bigger chunks. In reality I would just use Matlab and run (rand*6)*(rand*6)*(rand*6) or something similar.

Maybe a simple formula would be 180*(rand)^(1+2/sqrt(distance)).

One thing in system generation that is interesting is system age. Older systems have less asteroids and comet hazards, planets have gone tidally locked and terrestrials would risk stopping continental drift (making them post-gardens, as they lose their greenhouse effect). Planets with large moons would slow down their own rotation by momentum transfer. Young systems are likely to be more exciting and dangerous, with terrestrials with a lot more volcanism, impacts and short days.

While googling around (rather than working on the paper I'm supposed to write), I also found this system: http://www.geocities.com/TimesSquare/2691/formula.txt
It looks pretty familiar in many respects, but does contain some interesting formulas for rotation periods that may or may not make sense.

If we have no limits on how complex we allow things to be, why not run Accrete or its relatives?
http://www.geocities.com/Area51/6902/w_accr.html

I'm also rather fond of StarGen:
http://home.comcast.net/~brons/NerdCorner/StarGen/StarGen.html
http://eldacur.dyndns.org/StarGen/RunStarGen.html

Apropos interesting kinds of planets, http://www.onewest.net/~dollan/ARCpclindex.html has a nice list of real and perhaps possible kinds of worlds. Many of these would make good subsets of pregardens and postgardens. (Hmm, maybe the oxygen on Kimanjano that has bothered me so much is due to panthalassic-style photodissociation of water vapor?)

Finally, http://www.orionsarm.com/Worldbuilding_Links.html has a nice list of links including links to some good papers.
 
I just read Joshi et al. Simulations of the Atmospheres of Synchronously Rotating Terrestrial Planets orbiting M Dwarfs; Conditions for Atmospheric Collapse and the Implications for Habitability, and it gives a lot of interesting ideas. It is also a pretty technical paper, so no guarantees I understood it right.

If their simulations are true, tidally locked terrestrial worlds in close orbits might be a very common kind of garden world (since there are so many dim stars and big gas giants). They found that the circulation of air from the hotside to the coldside could balance temperatures pretty well, in particular preventing the CO2 from freezing out which would cause a runaway glaciation. Such planets were also resistant to temperature fluctuations due to massive sunspots (can dim an M star up to 40% for a few days/weeks). Even without it they had spontaneous oscillations producing "seasons".

An interesting observation was that the air flow was not simple. While the hot-cold convection occurs, the slow rotation twists things. They got warm airflows along the terminator into the dark side for most latitudes, but some very intense cold winds going the other way close to the poles. Above the troposphere there was also a global superrotation wind. Mountains, seas or albedo features could likely complicate things more.

With seas the temperature moderation might become even better - it seems possible to have tidally locked mostly ocean worlds. If they become too hot they either go greenhouse or start losing hydrogen, eventually drying out to a Mars-like state. I guess the main limiting factor is going to be the end of continental drift, which will stop the carbon-silicon cycle. But if the orbit is slightly elliptic tidal flexing could keep it going for a long while.

I just watched "Alien Planet", based on Barlowes book Expedition.
http://video.google.com/videoplay?docid=-3106679767514635043&hl=en
It has a lot of fun ideas for ecology
http://en.wikipedia.org/wiki/Darwin_IV
I'm itching for an excuse to build one myself!
 
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