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Worthless worlds as important places

Murph

SOC-14 1K
I understand that a lot of worlds were randomly generated, but you see Subsector and Sector capitals on less than ideal worlds which had either low tech, low attractiveness in terms of size, atmo, water, for some unknown reason. Examples are Hub/Ershur which is described as a "hell world" here: https://wiki.travellerrpg.com/Kaggushus_(world) Or Glisten https://wiki.travellerrpg.com/Glisten_(world) which is a belt, or many others. There are also too many low tech worlds which seem to be important for some reason. Anyone have any explaination?
 
Glisten is also pop 9 and TL 15. Sure, it being a belt makes things challenging, but at TL 15, those 8 billion people probably are as in touch as they want to be, and I would not expect managing subsector business to be a problem with an Alpha starport. Kaggushus seems similar: huge population, high TL, A starport despite being a hellworld. Rather than ask how did these places become subsector capitals, I would ask how these planets got billions of residents, TL 15 industrial base, and A starports. The answer to that, though, probably is ...
Random Dice Rolls.
 
less than ideal worlds which had either low tech, low attractiveness in terms of size, atmo, water, for some unknown reason.
There are precedents in history.
California, 1849, comes to mind ... the gold rush.

In 1848, the population living in California was about 14,000.
By 1855, the population had grown to over 300,000.
And today, California remains the state with the highest population in the union ... even if not everyone wants to live there.

Point being that it's likely that at some time in the past, SOMETHING was found on these "less than attractive" worlds that brought in a lot of people as immigrants ... and then they stayed when the boom times came to an end.
 
There are precedents in history.
California, 1849, comes to mind ... the gold rush.

In 1848, the population living in California was about 14,000.
By 1855, the population had grown to over 300,000.
And today, California remains the state with the highest population in the union ... even if not everyone wants to live there.

Point being that it's likely that at some time in the past, SOMETHING was found on these "less than attractive" worlds that brought in a lot of people as immigrants ... and then they stayed when the boom times came to an end.
Well, California also has very nice weather and parts of it are pretty, and there are good harbors. Alaska had a gold rush also, but only saw about 1/3 the influx as the California gold rush.
 
Many real world governments don't put their HQ in the largest cities; they put them in neighboring cities, where the land is less valuable, and they have fewer constituents nearby. There are many exceptions.
Some examples: Oregon - Salem is half an hour to an hour from Portland. Portland metro is over 2 million... Salem (the capital) is around 177 thousand. Alaska - Anchorage (city) is about 250 thousand, with another 40k in the borough. Juneau is about 32 thousand, and the capital; it's also only accessible from in-state by boat or air, or, from Canada's Yukon Territory by a couple really rough multi-day mountain pass hikes. Washington: Olympia is the capital, about 56 thousand people; Seattle is the biggest city, and the Seattle-Tacoma Metroplex includes the state's 1st and 3rd largest cities.

Some aim to have the captal in the center, others at the best port, others in a defensible location, others in a best weather conditions location.

Aramis/Aramis/Spinward Marches (and, no, my username is not related to it, but to the Musketeer) is a hell-hole... but it was one of the first places settled due to the minerals, and so the Marquisate is located there... then, at some point, the Imperium imposed the grid...
 
Strange results are one reason why I am not in favor of random die rolls. I generated a sector using one of Agorskis programs, and have been going through it, editing it. If there was a compelling reason for the world to be populated at a high level, like being a critical jump location, the planet characteristics get adjusted. If it is near Earth-like, with a low population, the a reason why this is the case. Once you have a sub-sector or sector rolled up, then start doing some editing.
 
One method someone suggested for pre-mongoose world generation (around 2004) is to generate the physicals by location, and calculate a list with the physicals and their distance from 867___, low to high, and run the socials ___SSS in descending pop order, ties by lowest LL, then lowest Gov't, line them up side by side. roll a third column for starports, best to worst by pop.

So, with a 4x5 subsubsector
systems on 5+, rolls ⚃⚅⚄⚂ ⚀⚁⚁⚄ ⚄⚄⚂⚁ ⚀⚂⚃⚅ ⚂⚀⚅⚁
0201, 0301, 0402, 0103, 0203, 0404, 0305

Location020103010402010304040305
Physicals1203316169C8644785
867 Δ747536251161223122
∑Δ18148875
(They were honest rolls done left to right... I didn't expect them to naturally line up...)
Socials47C7CC7B846458B545
Sequence621543

Port rolls1097789
UWPEDCCCD

Hex030504040103040203010201
Physical7856449C8616331120
Social7B87CC54558B46447C
PortsCCCDDE
UWPC-7857B8C-6447CCC-9C8545D-61658BD-331464E-12047C
TL roll
TL Mods+22+2+1+1+1+1+1+1+10+2+1+1
Final TL54974A

And into numerical sequence by hex number
HexNameUWPBaseGGTZTC
0103NovokiïvC-9C8545-9SYANI
0201Demu'udepE-12047C-AYANI Po De
0301NaquvoD-331464-4SYRNI Po
0305Shin ShiamenC-7857B8-5SYAg
0402GefasyD-61658B-7SYANI IC
0404MenyC-6447CC-4SYRAg
Gefasy & Demu'udep amber zoned because of law level.
Naquvo and Meny interdicted for locals low tech level. Scouts enforce it.
The lack of an A port means this cluster is cursed with only two spacefaring worlds...

If I had to pick a capital, it would be Novokiïv... combination of TL and starport. The subsector capital would likely be in another quarter of the SS, tho'.

This is fairly easily programmed in python or basic, not horribly hard in C/C++/C#. For such a small space, I'd not automate, but if doing several subsectors, yes, I'd automate. In Python.
 
I recall my geography classes, that Mediterranean climates tend to be very attractive, which (southern) California was designated as.

That's one of the pulls.

Opportunity, whether get rich quick as with the gold rush, Hollywood, Silicon Valley, Great Patriotic War industrialization, and so on.

Water allocation/diversion.

The pendulum seems to have swung to Texas.
 
Roll for worlds in a subsector - I get twenty three

I roll 23 starport types
I roll 23 physical characteristic strings
I roll 23 social characteristic strings

I allocate the starports where I want them, I allocate the physical stats where I want them, I allocate the social stats where i want them.
 
One method someone suggested for pre-mongoose world generation (around 2004) is to generate the physicals by location, and calculate a list with the physicals and their distance from 867___, low to high, and run the socials ___SSS in descending pop order, ties by lowest LL, then lowest Gov't, line them up side by side. roll a third column for starports, best to worst by pop.
Labor intensive, but pretty slick!
 
I'm sorry, what is this technique trying to accomplish?

Unicode Dice! Very clever!

I think they look better with an enlarged font size though: ⚃⚅⚄⚂ ⚀⚁⚁⚄ ⚄⚄⚂⚁ ⚀⚂⚃⚅ ⚂⚀⚅⚁

Those are size 26.

That's just me maybe.

But very nice!
 
Physicals 867 are Earth's standards - size 8, atmosphere 6 (standard), 70% hydrographics.
(but note that rising sea levels are likely to push earth to 868)...
So the difference from it is an uninhabitability index.
 
Roll for worlds in a subsector - I get twenty three

I roll 23 starport types
I roll 23 physical characteristic strings
I roll 23 social characteristic strings

I allocate the starports where I want them, I allocate the physical stats where I want them, I allocate the social stats where i want them.
That is not a bad way to do thing.
 
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