Trade Codes and Star Types

A thread of 3 messages, 14 February 1993 to 18 February 1993, in the order they were sent.

#5198 Trade Codes and Star Types

Re: Trade Codes

Well, to advance the discussion into slightly new ground, I have
a few questions about the trade codes presented in the MT Ref's
Manual.

(Fl) Fluid
def: Non-water ocean(s).
reqs: size A+, atmos 1+

What does this mean? That only big worlds will have exotic
oceans? I suspect that there is a typo here: that the reqs should
read atmos A-C hydro 1+. Damn well near impossible to use the
MT material without that blasted errata sheet. Would somebody
please post the errata on the UWP (mainworld) generation?

(Ic) Ice-Capped
def: self-explanatory
reqs: atmos 0-1, hydro 1+

Maybe I'm confused about the definition. I mean, earth is ice-
capped (last I checked), but we don't fit under the requirements
for this trade code. So what is the significance of a world being
ice-capped?

(In) Industrial
def: economy based on mass-production of manufactured goods.
reqs: atmos 2,3,4,7,9, pop 9+

I know this one goes back to classic traveller, but I've always
had a problem with it. Considering the extent of robotics and
mechanized labor at high tech levels, I'm not sure this high a
population requirement is really necessary. Furthermore,
considering the extent of (clean) fusion at advanced tech levels,
I'm not sure that the atmospheres of such worlds would be so
heavily tainted (I guess they assume there are some negative
atmospheric by-products of mass production other than smog).

(Ri) Rich
def: your guess is as good as mine
reqs: atmos 6,8, pop 6-8, gov 4-9

So in other worlds, if a corporation suddenly takes over a rich
world, then that world is no longer a rich world. Makes
absolutely no sense to me. Maybe the governmental requirement
should be axed.

Now onward to that other topic.... grrrr...

Re: Star types

I really hate to open up this can of worms, but since several
people on the TML have argued that it's sort of important, we
might as well get on with it.

I've been comparing the star-system generation rules of
MegaTraveller, GURPS Space, and Space Master, particularly as
concerns the generation of star types. One thing I don't like
about the MegaTraveller system is that by going with the
mechanics alone, you will never generate type O/B or size Ia/Ib
stars (under book 6 of classic traveller you can get everything
but type O, I'm not sure why they changed it... probably in order
to conform more closely with observed stellar frequencies.
Interestingly, they kept the book six tables concerning habitable
zones, so the only information missing is that on type O stars).
The rules even admit this and advise the ref to just sprinkle
them in as an after-thought. Blech!

It is interesting to note that Space Master (unlike Traveller and
GURPS), includes two other spectral classes (S and N), which are
placed below M (dim red) on the classification scheme. Actually,
to the best of my understanding, there are 10 spectral classes:
O, B, A, F, G, K, M, R, N, and S. They originated out of Ann
Cannon's work at Harvard (who originally used all the letters
between A and S). Later studies cut the spectral classes down to
these ten letters (of which Traveller mentions only the first
seven). Are there any astronomer types out there who can tell us
more about these final three spectral types and/or give us some
local-area frequency probabilities for each of the spectral
types?

Another interesting thing about Space Master is that it ignores
the dwarf stars (size VI), so in one way it seems to be more
complete that Traveller, and in another way it seems to be less
complete. I wish I knew what the designers were thinking.

Regarding Orbit #'s, I'm still partial the way GURPS handles
this: by using Bode's law to figure out orbital distances. Still,
it's not hard to tell that even this section and most of the rest
of GURPS Space (when it comes to world-generation) seems to be
deliberately cognizant of Classic Traveller, its forerunner.
Since this isn't rec.games.frp.advocacy, however, I'd better can
the discussion of the other games right here.

My basic quip about the Traveller rules (with respect to this
topic) is that by relying so heavily on a d6 scheme of things,
GDW seems to be ignoring several important star types and is
probably fudging on the probabilities of those stellar
occurrences which are covered in the rules. Fixing this problem,
even with the help of the TML-astronomers is probably going to be
a hairy ordeal. To compound our difficulties, once we have a
"good" generation table for the primary, we will still need one
for secondary and tertiary stars. I have it on decent authority
that the *majority* of star systems out there have one or more
companion stars to their primary. However, when we look at the MT
or even book 6 rules, we see that Traveller is assuming that the
majority of stars systems are solos. After this problem is fixed,
we'll need to create habitable zone information for stars of type
O, R, N, and S for inclusion into the orbital zone tables. And
even then our problems won't be anywhere near finished (because
we'll need some method of finding out whether or not the
habitable zone is occupied and if it is, is this indeed the
mainworld?). Like I said before, this is a huge can of worms,
particularly when done by committee, which is the only way I can
think of doing it since I'm pretty much ignorant about a lot of
this stuff. One last time... are you sure you really want to get
into all this?


           _   /|       Jim Vassilakos
           \`o_O'       [email removed]
             ( )        [email removed]
              U         [email removed]
           Aachk!       [phone removed]

#5201 Trade Codes from MT RefMan

James Vassilakos [email removed] writes:
> (Fl) Fluid
> def: Non-water ocean(s).

The errata are available from an FTP site or mail-server near you.  You are
correct in guessing that it should be "size n/a, atmos A+, hydro 1+."  I am
not entirely certain why atmospheres D-F have non-water oceans, but they
do....

> (Ic) Ice-Capped
> def: self-explanatory
> reqs: atmos 0-1, hydro 1+

"Ice-capped" here means that there is no liquid surface water at all, but a
lot of surface ice.  Water does not stay liquid in a vacuum or near-vacuum.

> (Ri) Rich
> def: your guess is as good as mine
> reqs: atmos 6,8, pop 6-8, gov 4-9

This is meant to be a description of a world that people from all over will
fight to live on.  It's not "rich" = wealthy, it's "rich" = a prize for the
controlling government.

> So in other worlds, if a corporation suddenly takes over a rich
> world, then that world is no longer a rich world.

Absolutely.  I wouldn't want to immigrate to a corporate world; the only
decent lifestyles are for the shareholders, or (for tourist attractions)
anyone as long as the money lasts.

>         Maybe the governmental requirement
> should be axed.

There's a big difference in "quality of life" between an A66888A-A world
(which is Rich under the rules) and an A6688DA-A world (which isn't).  IMO the
government requirement for class Ri makes sense, assuming you think the basic
idea of a Government digit makes sense at all....


Seth L. Blumberg          \ "So they used a micrometer on her thumbnail. . . .
[email removed] (play)   \ Once again, fear and superstition triumphed over
[email removed] (work) \           science and technology."
    > No one I know shares my opinions, least of all Columbia University. <

#5208 Trade Codes and Star Types

Jim Vassilakos writes:
> Maybe I'm confused about the definition. I mean, earth is ice-
> capped (last I checked), but we don't fit under the requirements
> for this trade code. So what is the significance of a world being
> ice-capped?

The "Ice-Capped" trade classification means that most or all of a
planet's water is locked up in ice caps.  Thus the requirements are an
atmosphere that (in general) won't support liquid water, but with a
non-zero hydrographics code.

> (In) Industrial
> def: economy based on mass-production of manufactured goods.
> reqs: atmos 2,3,4,7,9, pop 9+
>
> I know this one goes back to classic traveller, but I've always
> had a problem with it. Considering the extent of robotics and
> mechanized labor at high tech levels, I'm not sure this high a
> population requirement is really necessary. Furthermore,
> considering the extent of (clean) fusion at advanced tech levels,
> I'm not sure that the atmospheres of such worlds would be so
> heavily tainted (I guess they assume there are some negative
> atmospheric by-products of mass production other than smog).

There are lots of TL-5 to TL-8 Industrial worlds in the Imperium; the
benefits of robotics and fusion reactors are not going to be felt here.
On a more general theme, power generation is not the only kind of
industrial pollutant; most chemical and manufacturing processes have
nasty by-products.  Although this is only one data point, most
industrial nations here on Earth currently have a problem with the
pollution of the environment with industrial wastes.

I can't really believe in entirely mechanised shipyards, nor can I
support the idea of a world populated by a couple of thousand humans and
several million robots all turning out goods at an enormous rate.  If
one assumes that interstellar trade is a fraction of the Imperial
economy, then the most important factor in setting up an industrial
world is the presence of a strong local market.  Which will require
millions of consumers, hence the population requirement.

> (Ri) Rich
> def: your guess is as good as mine
> reqs: atmos 6,8, pop 6-8, gov 4-9
>
> So in other worlds, if a corporation suddenly takes over a rich
> world, then that world is no longer a rich world. Makes
> absolutely no sense to me. Maybe the governmental requirement
> should be axed.

No, a Rich world is one that is prosperous because it has reasonable
living conditions, is not over- or under- populated, and has a
government which is conducive to personal prosperity.  If a corporation
should take over a Rich world, it will cease being Rich, because the
corporate government would change the way the worlds' inhabitants live
and work.

> Re: Star types
> It is interesting to note that Space Master (unlike Traveller and
> GURPS), includes two other spectral classes (S and N), which are
> placed below M (dim red) on the classification scheme. Actually,
> to the best of my understanding, there are 10 spectral classes:
> O, B, A, F, G, K, M, R, N, and S. They originated out of Ann
> Cannon's work at Harvard (who originally used all the letters
> between A and S). Later studies cut the spectral classes down to
> these ten letters (of which Traveller mentions only the first
> seven).

As I understand it, the spectral classes in current use are:

     O - B - A - F - G - K - M - N
                              \   \
                               R - S

People who know more about astronomy are free to correct me (this is
certainly not my area of expertise; I'm doing this from memory of a
conversation I had with an Astronomy prof I used to now).  Anyway, as I
understand it, R and S are "carbon" stars (they have carbon lines in
their spectra) and are quite rare, the R being a "carbon version" of the
M, and S is the "carbon version" of N.

I have star generation tables (created from some of this information,
and put together long before Book 6 was ever published) which can
generate almost any type of star at approximately the correct
frequencies.  They are two D100 tables, though; if there is interest, I
will post them (let me know).

Class O, N, R, and S stars, as well as the size Ia and Ib supergiants,
are fairly rare, which is probably why Traveller ignores them.  If you
want, you can sprinkle these around, at about one or two per sector.

> GURPS Space (when it comes to world-generation) seems to be
> deliberately cognizant of Classic Traveller, its forerunner.
> Since this isn't rec.games.frp.advocacy, however, I'd better can
> the discussion of the other games right here.

Let's put it this way: if T;TNE turns out to be a complete dog, then
I'll go over to GURPS for my SF role-playing ...

> My basic quip about the Traveller rules (with respect to this
> topic) is that by relying so heavily on a d6 scheme of things,
> GDW seems to be ignoring several important star types and is
> probably fudging on the probabilities of those stellar
> occurrences which are covered in the rules.

Traveller and MegaTraveller were firmly D6 games; fudging on the
probabilities in order to get the thing to fit in a D6 roll is
reasonable; complete accuracy in stellar types is not required.  If the
referee or players know enough to be aware of the problem, they can fix
it by tweaking the results.  This seems to be a philosophy behind many
parts of the Traveller/MegaTraveller world generation system.

> I have it on decent authority
> that the *majority* of star systems out there have one or more
> companion stars to their primary.

As I understand it, about half of the star systems out there are
multiple (binary or more), which means that more than half of the stars
are part of a multiple star system.  Most multiple star systems will
contain stars that were "born" at approximately the same time from the
same cloud of dust and gas.  As a matter of fact, stars should be born
in groups and clusters this way, so that nearby stars are about the same
age.

[email removed]
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