Submitted for your approval: one trade and traffic generator, heavily revised
from the original suggestion posted a couple of weeks ago. Let me know
what you think.
Starport Traffic and Facilities Generator
These rules generate a pair of numbers which measure the amount of
interstellar traffic in a system, and the quality and extent of the starport
facilities. 2d6 die rolls modified by a number of factors are used to create
the traffic level and the facilities code.
The DMs wewre created based on the assumption that better starports should in
general have more traffic, but not always. Other factors, in particular the
trade classifications, are quite important. DMs were created based on the
MegaTraveller trade tables; worlds with more potential Cargo Price Modifiers
will have higher DMs. In addition, since most traders have low jump
performance, having more nearby worlds to trade with would also help to
increase the trade level. Implicit in this decision is an assumption about
the range of most merchant ships. Jump-1 was assumed to be the most common,
and almost all of the rest being Jump-2. Therefore, the trade effects of
nearby worlds are limited to those within one or two parsecs. If local
conditions are different, the rules may have to be modified slightly.
Facilities generally follow the traffic volume; however, since significant
imported technology is required at low local technology levels, these
facilities are tyically smaller and less well-equipped. Worlds with
important military facilities probably have military contractors that are
not adverse to doing work for the civillian sector. Finally, worlds that are
cut off from interstellar trade by travel zone classification or the wars of
the Rebellion will have smaller and more primitive facilities.
Suggested Use
Use the Traffic or Facilities code just like attributes in task rolls
(divide by 5 and drop fractions). Finding a shipyard willing and able to
repair battle damage might be Routine(Facilities), while finding passage on
a ship going to the proper destination might be Difficult(Traffic), if it is
an unpopular destination. Traders and tramp starships looking for cargo and
passengers should apply the attribute DM (code value / 5, drop fractions) as
a DM to the Passenger, Freight Available Lots, and Cargo Available Lots
Tables. The codes can also be used to generate tasks; the explanatory
tables (below) show suggested difficulty levels based on the traffic and
facilities codes.
Generation Procedure
Traffic Code: Roll 2d6-2 and apply the following (cumulative) DMs:
Starport: A=+2, B=+0, C=-1, D=-2, E=-3, X=-4
Trade Class: Ni=-2, Po=-2, Ba=-1, Fl=-1, Lo=-1, Ic=-1, Na=+0, Va=+0,
Wa=+1, De=+1, Hi=+2, Ri=+2, As=+3, Ag=+3, In=+4
Hard Times: Failing or Doomed, +1 (Doom Trade)
Travel Zone:
Classic: Green=+0, Amber=-2, Red/Interdicted/Blocaded=-4
Hard Times: Frontier=+0, Outlands=-1, Wilds=-2
Worlds in a faction's Safe use the Classic DMs
Trade Partners:
Per world within Jump-1: If Starport Class A or B: +2
If Starport Class C, D, or E: +1
If no Class A starports (including self) within Jump-2: -2
If a sector, subsector, local, or polity capital: +1
If on Xboat or designated trade route: +1
Polity:
Classic: Independent worlds: Non-Aligned=-2, Client-State=-1
Member of an extra-Imperial polity=+0
Hard Times: Member of a polity: +1 (cumulative with capital DM)
World is within a faction's Safe: +1
Prosperity: A referee-assigned DM based on local conditions, regional
trade factors, or campaign storyline needs. The range from -4 to +4
is suggested, but the referee should always feel free to modify any
die roll that is not to his or her liking.
If the final result is negative, and the world's starport class is A,
B, or C, assign a code of 0; if the starport class is D, E, or X, assign
a code of X.
Facilities Code: Roll 2d6-6 and apply the following (cumulative) DMs:
Traffic: apply the full traffic code as a DM (treat X as -2)
Bases: Depot=+4, WayStation=+3, Naval/Scout=+2, Military=+1
Local Technology: Pre-Industrial (TL 0-3): -6
Industrial (TL 4-5): -4
Pre-Stellar (TL 6-8): -2
Early Stellar (TL 9-A): -1
Average Stellar (TL B-D): +0
High Stellar (TL E-G): +1
Extreme Stellar (TL H+): +2
Travel Zone:
Classic: Green=+0, Amber=-1, Red/Interdicted/Blocaded=-2
Hard Times: WarZone=+1, IntensiveWar=-2, BlackWar=-3
Worlds in a faction's Safe use the Classic DMs
Prosperity: A referee-assigned DM based on local conditions, regional
trade factors, or campaign storyline needs. The range from -4 to +4
is suggested, but the referee should always feel free to modify any
die roll that is not to his or her liking.
If the final result is negative, and the starport class or traffic code
is X, assign a facilities code of X. Otherwise, assign a code of 0.
Explanation of Codes
Traffic Code (indicates quantity of trade) Task Difficulty
X ------- No Traffic (except as referee-generated event) Impossible
0, 1, 2 - Backwater, Very Low traffic volume Formidible
3, 4, 5 - Low traffic volume Dificult
6, 7, 8 - Average traffic volume (Imperial average is 7.5) Routine
9, A, B - High traffic volume Routine
C, D, E - Very High traffic volume Simple
F ------- Extreme traffic volume Simple
Facilities Code (indicates size and quality of facilities) Task Difficulty
X ------- None (abandonded, converted or destroyed) Impossible
0, 1, 2 - Inadequate Formidable
3, 4, 5 - Cramped but Adequate Difficult
6, 7, 8 - Average (Imperial average is 8.0) Routine
9, A, B - Above Average Routine
C, D, E - Excellent Simple
F ------- Outstanding Simple
Designer's Notes
The explanation of codes deliberately avoids specific numbers; this is so
that individual referees can use this system regardless of the level of
interstellar trade they want portray. I have been a part of different
campaigns where the average level of trade varied from a couple of free
traders a week to ten- or hundred- thousand ton bulk transports arriving
every few minutes.
The +1 for "designated trade route" can be applied to Hard Times as well as
to xboat and other trade routes in a stable interstellar state. It could
even be applied to any well known and well-travelled mains, like the Vilani
Main and the Spinward Main. It should definitely be applied to trade "runs"
like those described in the Diaspora sector supplement. However, the
trading partners rule already provides a DM for worlds that are on mains. If
a world is on a main it gets at least a +2 (one for each neibor world) and
more if either of them have an A or B starport. Only mains that serve as a
conduit for long distance trade should get the additional "designated trade
route" DM.
A referee assigned prosperity factor was used instead of a random one, so
that the referee could decide where and when to apply it. If a world with a
depressed local economy is needed, simply (and arbitrarily; it's OK to be
arbitrary, the dice certainly are) apply the -4 DM. Use this DM to paint
entire sectors as a heavily industrialized core, or to pick out individual
subsectors, clusters or even single worlds for deep depression or
spectacular productivity.
For explorations beyond the confines of known space, the referee should
probably look into matters carefully; completely unexplored areas probably
have no trade at all. The referee may want to compute the trade volume
anyway; this could be the world's "potential trade value" or some such. Any
independent states out there, known or unknown, should probably have a
prosperity level assigned and local trade generated.
Hard Times
Several special modifiers apply to Hard Times. When generating the traffic
volume, the Hard Times Doom Trade modifier applies in addition to any other
trade classification DMs. However, the Hard Times Travel Zone and Polity DMs
apply instead of the listed Classic Traveller DMs. Similarly, when
generating Hard Times facilities codes, use the Hard Times modifiers instead
of the Classic Traveller DMs for Trade Zone.
When generating traffic and facilities for Hard Times, use the final Hard
Times UWP values to generate the final traffic and facilities values.
Re-generating these codes will allow traffic patterns to shift in response
to all of the changes brought on by Hard Times.
For war zone (including intensive war zone and black war zone) subsectors,
Apply the reductions in Stage 1: Destruction of Interstellar Transport.
These reductions are the direct effect of the destruction of starships and
facilities in the battles of the Rebellion.
Outside of the war zones, the reduction of traffic and facilities comes
later, as these areas are cut off from trade and are abandoned by the
factions. The traffic level is reduced in Stage 2: Collapse of Financial
Markets. Optionally (and this is completely unofficial), delay the reduction
of the starport type for non-war-zone worlds until this step as well.
Reduce the facilities code in Stage 3: Recession of Planetary Economies, at
the same time as the UWP tech level is reduced.
Interpretation Examples
C-5A = Class C starport: Average facility, capable of reasonable repairs.
Traffic level 5: Low traffic volume. Facilities Code A: Above
average. Although the port gets less traffic than most worlds in the
Imperium, its facilities are quite extensive. Local yards and skilled
technicians can perform almost any work expected of a Class C port,
with unhurried skill that matches the spacious and uncrowded starport.
A-EF = Class A starport: Shipyard capable of constructing starships. Traffic
level E: Very High traffic volume. Facilities code F: Outstanding.
Although one of the busiest starports in the subsector, this world's
volume of traffic is exceeded only by its efficient and complete
starport facilities.
B-30 = Class B starport: shipyard capable of constructing non-starships and
most repairs. Traffic level 3: Low traffic volume. Facilities code
0: Inadequate. Not much traffic passes through here, and part of the
reason is the port facilities. Although it bills itself as a class
B starport, the shipyard looks deserted, many of the docking bays
have collapsed, and what few skilled workers are left are crippled
by lack of tools, parts, and snowed under with a backlog of work.
E-10 = Class E starport: frontier-quality installation. Traffic level 1:
Low traffic volume. Facilities code 0: Inadequate. Although it
seems hard to believe, here is an example of a substandard Class E
port. It's a bomb crater, with a portable landing beacon installed.
The beacon was courtesy of the last trader through here, about 5
weeks ago, sold in exchange for a home-cooked dinner.
Expanded Codes for the playtest sectors
The following interpretations include specific numbers, and are intended as
a suggestion only.
Traffic Level (in terms of aggregate tons of shipping per year)
X - Less than 1 thousand tons/year (less than 1 free trader per month)
0 - At least 1 thousand tons/year (1 free trader per month)
1 - At least 10 thousand tons/year (1 subsidized merchant every other week)
2 - At least 50 thousand tons/year (2 subsidized merchants a week)
3 - At least 100 thousand tons/year
4 - At least 500 thousand tons/year
5 - At least 1 million tons/year
6 - At least 2.5 million tons/year
7 - At least 5 million tons/year
8 - At least 7.5 million tons/year
9 - At least 10 million tons/year
A - At least 50 million tons/year
B - At least 100 million tons/year
C - At least 500 million tons/year
D - At least 1 billion tons/year
E - At least 2.5 billion tons/year
F - More than 5 billion tons/year
Facilities Code
X - Abandoned, Destroyed, or Converted to another function
0 - Does not actually meet all requirements for Starport Class
1 - Inadequate facilities in at least one respect
2 - Bare minimum to meet all requirements for Starport Class
3 - Cramped, low capacity facilities
4 - Substandard facilities or services
5 - Small, crowded, expect delays for all facilities and services
6 - Small but not overcrowded,
7 - About average, busy for its size
8 - About average
9 - Better than average facilities or services
A - Spacious facilities, easily handles present traffic requirements
B - Spacious facilities and efficient, skilled services
C - Capable of almost anything
D - Large, cavernous facilities with plenty of room for expansion
E - Excellent facilities, can meet any requirement within Starport Class
F - Outstanding, large, efficient, meets most requirements for next
higher Starport Class.
Examples of Traffic and Facilities Generation
Key to Maps: ___
/ \
/ A<--- Starport Class Code
Starport Trade Level -->1 2<-- Starport Facilities Code
\___/
Classic Traveller: Regina Subsector, Spinward Marches, ca 1100
___ ___ ___ ___
/ \ / \ / \ / \ Example Calculations:
/ \___/ \___/ \___/ \___
\ / \ / \ / \ / \ Regina: For Traffic, 2d6-2 rolls
\___/ \___/ \___/ C \___/ \ a 5. Applicable DMs are for
/ \ / \ / \ 4 7 / \ / Class A port, +2; Rich, +2;
/ \___/ \___/ \___/ \___/ worlds within J-1: 3 Class C,
\ / \ / \ / \ / \ for +3. Regina is Subsector
\___/ B \___/ \___/ A \___/ B \ capital, +1; and on the Xboat
/ \ 8 2 / \ / \ 8 5 / \ 9 9 / route, +1. Traffic is E (14).
/ \___/ A \___/ \___/ C \___/ For Facilities, 2d6-6 rolls
\ / \ 8 D / \ / \ A 7 / \ a 1. Applicable DMs are for
\___/ C \___/ \___/ \___/ \ traffic, +14; bases, +2, and
/ \ 9 4 / \ / \ / \ / local technology, +1. Thus,
/ \___/ A \___/ \___/ \___/ Facilities max out at F (15).
\ / \ 5 8 / \ / \ / \
\___/ \___/ \___/ D \___/ \ Algine: For Traffic, 2d6-2 rolls
/ \ / \ / \ 3 4 / \ / a 9. Applicable DMs are for
/ A \___/ \___/ \___/ \___/ Class X starport, -4; High
\ A D / \ / \ / \ / \ Population, +2; Interdicted
\___/ B \___/ B \___/ C \___/ E \ world, -4; worlds within J-1:
/ \ B F / \ 6 A / \ A A / \ X X / 3 Class E, for +3; there are
/ B \___/ \___/ X \___/ X \___/ no Class A ports within J-2,
\ F F / \ / \ X X / \ 1 X / \ for -2. Traffic is 4. For
\___/ E \___/ \___/ \___/ C \ Facilities, 2d6-6 rolls a 1.
/ \ 1 0 / \ / \ / \ 2 3 / Applicable DMs are traffic,
/ \___/ \___/ \___/ \___/ +4; local technology, -4; and
\ / \ / \ / \ / \ travel zone, -2. Facilities
\___/ E \___/ C \___/ E \___/ \ are 3.
/ \ 9 4 / \ 6 8 / \ X X / \ /
/ \___/ \___/ \___/ X \___/ Comments: Algine is aparrently
\ / \ / \ / \ 4 3 / \ being blockaded, and rather
\___/ E \___/ \___/ \___/ E \ ineffectually, at that.
/ \ 7 5 / \ / \ / \ 6 5 /
/ \___/ C \___/ \___/ E \___/ Notes: Subsector data was taken
\ / \ 5 A / \ / \ X X / \ from Traveller Suppliment 3;
\___/ C \___/ \___/ \___/ \ The Spinward Marches as input
/ \ 9 9 / \ / \ / \ / to the traffic and facilities
/ \___/ A \___/ C \___/ \___/ generator.
\ / \ E F / \ 7 8 / \ / \
\___/ C \___/ \___/ \___/ B \
\ A F / \ / \ / \ 8 B /
\___/ \___/ \___/ \___/
MegaTraveller (Rebellion-Era): Promise Subsector, Diaspora Sector, ca. 1124
___ ___ ___ ___
/ \ / \ / \ / \ Comment: Xboat routes are not
/ D \___/ \___/ \___/ B \___ indicated in the 1124 data;
\ 1 3 / \ / \ / \ 6 8 / \ presumably the Rebellion had
\___/ \___/ \___/ \___/ \ already severed Xboat and
/ \ / \ / \ / \ / scheduled traffic to the
/ \___/ \___/ B \___/ \___/ sector by 1124. Trade routes
\ / \ / \ 0 4 / \ / \ indicated in the small map
\___/ \___/ \___/ C \___/ \ were used in generating both
/ \ / \ / \ 8 8 / \ / the 1124 and 1129 trade and
/ \___/ \___/ \___/ A \___/ facilities.
\ / \ / \ / \ E D / \
\___/ \___/ \___/ B \___/ \ Promise: For Traffic, 2d6-2
/ \ / \ / \ 3 0 / \ / rolls 3. Applicable DMs are
/ D \___/ B \___/ \___/ \___/ for Class A starport, +2; High
\ 4 3 / \ 7 7 / \ / \ / \ Population, +2; Industrial,
\___/ \___/ \___/ \___/ B \ +4; Poor, -2. Trade partners
/ \ / \ / \ / \ 9 9 / are 1 Class A and 1 Class B
/ \___/ D \___/ A \___/ \___/ starport, +4. It is also a
\ / \ 9 4 / \ C C / \ / \ subsector capital, +1. Thus
\___/ \___/ B \___/ \___/ E \ traffic is E (14). Facilities
/ \ / \ 5 5 / \ / \ 1 0 / 2d6-6 roll 1. Applicable DMs
/ \___/ \___/ B \___/ B \___/ are for traffic, +14; and
\ / \ / \ E C / \ 4 3 / \ technology, +1. Facilities
\___/ \___/ \___/ \___/ \ max out at F (15).
/ \ / \ / \ / \ /
/ \___/ \___/ A \___/ \___/
\ / \ / \ B E / \ / \
\___/ \___/ A \___/ X \___/ \
/ \ / \ E F / \ X X / \ /
/ C \___/ B \___/ \___/ \___/
\ 0 4 / \ 6 6 / \ / \ / \
\___/ \___/ \___/ \___/ B \
/ \ / \ / \ / \ 3 8 /
/ \___/ A \___/ A \___/ C \___/
\ / \ B F / \ 6 6 / \ 7 8 / \
\___/ \___/ \___/ D \___/ \
/ \ / \ / \ 6 8 / \ /
/ \___/ \___/ C \___/ \___/
\ / \ / \ D C / \ / \
\___/ \___/ C \___/ C \___/ \
\ / \ 8 A / \ 5 8 / \ /
\___/ \___/ \___/ \___/
MegaTraveller (Hard Times): Promise Subsector, Diaspora Sector, ca. 1129
___ ___ ___ ___
/ \ / \ / \ / \ Comment: By 1129, the whole
/ E \___/ \___/ \___/ C \___ subsector is coded as Wilds;
\ X X / \ / \ / \ 2 4 / \ in addition pirate activlty
\___/ \___/ \___/ \___/ \ has reduced trade to a
/ \ / \ / \ / \ / number of worlds, mainly on
/ \___/ \___/ D \___/ \___/ the trailing edge of the
\ / \ / \ X X / \ / \ subsector.
\___/ \___/ \___/ E \___/ \
/ \ / \ / \ 1 2 / \ / Promise: For Traffic, 2d6-2 roll
/ \___/ \___/ \___/ B \___/ a 3. Applicable DMs are for
\ / \ / \ / \ 4 4 / \ High population, +2; Poor, -2;
\___/ \___/ \___/ X \___/ E \ and Industrial, +4. Trading
/ \ / \ / \ X X / \ X X / partners are two worlds with
/ E \___/ D \___/ \___/ \___/ Class D starports, +2. I
\ 1 0 / \ X X / \ / \ / \ assumed that Promise is the
\___/ \___/ \___/ \___/ X \ "capital" of the League of
/ \ / \ / \ / \ X X / Promise, giving it another +1.
/ \___/ D \___/ C \___/ \___/ It is also in the Wilds, -2;
\ / \ 5 2 / \ 6 A / \ / \ but is part of a polity, +1.
\___/ \___/ D \___/ \___/ \ Finally, there are no Class A
/ \ / \ X X / \ / \ / starports within 2 parsecs,
/ \___/ \___/ E \___/ X \___/ for a final -2. Traffic is
\ / \ / \ 1 0 / \ X X / \ therefore 7. For Facilities,
\___/ \___/ \___/ \___/ \ 2d6-6 roll 2. Applicable DMs
/ \ / \ / \ / \ / are traffic +7; and WarZone,
/ \___/ \___/ D \___/ \___/ -1. Facilities are 8.
\ / \ / \ 1 0 / \ / \
\___/ \___/ B \___/ X \___/ \
/ \ / \ 7 8 / \ X X / \ /
/ E \___/ D \___/ \___/ \___/
\ X X / \ 4 5 / \ / \ / \
\___/ \___/ \___/ \___/ C \
/ \ / \ / \ / \ 0 0 /
/ \___/ C \___/ D \___/ E \___/
\ / \ 3 2 / \ 1 4 / \ 0 0 / \
\___/ \___/ \___/ D \___/ \
/ \ / \ / \ 1 1 / \ /
/ \___/ \___/ X \___/ \___/
\ / \ / \ 2 X / \ / \
\___/ \___/ E \___/ C \___/ \
\ / \ X X / \ 0 1 / \ /
\___/ \___/ \___/ \___/
Expanded Format Used in our playtest maps:
I generated the above sample subsectors by hand; partly this was to prove that
the procedure is not too compilcated to implement with only a pencil, paper,
and dice. After the first time through (I generated Regina twice; once before
I revised the system, and once after) I came up with the following mapping
system. I enlarged a subsector grid on a xerox machine until the hex grid
filled the page with just enough space left over for 3-ring binder holes. This
made the hexes big enough to code all sorts of interesting information. I used
the following format to code almost anything of interest directly on the map.
The world type (water, desert, asteroid belt) is omitted from the subsector
grid because it can be determined from the trade classifications. If I was
going to use the map for a campaign, I would also use a green highlighter to
mark Xboat routes, a blue one to mark polity boundries (I highlighted the
hexlines of the porders), and (of course) pink and yellow ones to mark Red and
Amber zones.
________
/ 0201 \
Military Bases -->B G<-- Gas Giant
/ \
Starport ---------->A In<--- Trade Classsifications
/ Hi< \
Trade and -------->8 9 Ri< /
Facilities \ /
\ /
Misc Codes ------>CTX F<-- Tech Level
A=Amber Zone \________/
R=Red/Interdict
T=Trade Route
P=Polity
C=Subsector/Local Capital
X=X-Boat Route
Z=Rampant Piracy
(greek letter)=Research Station
Opposite each page, I put a sheet of graph paper (college-ruled notebook
paper would work just as well). On this sheet I put the world data in the
usual format (I put the trade and facilities right after the "extended"
population, asteroid belt, and gas giant data; ie: 123-45).
[email removed]
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Science-Fiction Adventure
in the Far Future