Gentlesophonts:
Kelly St.Clair [email removed] asks:
> Please post (or email) your modified world generation rules.
Glad to oblige. The following revised world generation tables are tailored
for the Earth Colonies campaign (with a TL max of 13, for example) but are
easily enough altered to suit any campaign. Let me know what you think of
the changes.
A. Size (Throw 3D-3)
Digit Diameter
0 none (Asteroid belt)
1 1600 km (Small)
2 3200 km (Small)
3 4800 km (Small)
4 6400 km (Small)
5 8000 km (Medium)
6 9600 km (Medium)
7 11,200 km (Medium)
8 12,800 km (Large)
9 14,400 km (Large)
A 16,000 km (Large)
B 17,600 km (Very Large)
C 19,200 km (Very Large)
D 20,800 km (Very Large)
E 22,400 km (Very Large)
F 24,000 km (Very Large)
B. Atmosphere (Throw 2D-6 + size)
Throw Digit Diameter
0- 0 none (vacuum)
1 1 trace (vacuum)
2 3 very thin* (vacuum)
3 F thin, low
4 5 thin*
5 5 thin*
6 5 thin*
7 6 standard*
8 6 standard*
9 6 standard*
10 6 standard*
11 6 standard*
12 8 dense*
13 8 dense*
14 8 dense*
15 D dense, high
16 B corrosive (exotic)
17+ C insidious (exotic)
* Throw additional 1D:
1-3 normal (3,5,6 or 8)
4-5 tainted (2,4,7 or 9)
6 exotic (A)
C. Hydrographics (Throw 2D-2)
Digit Water coverage
0 less than 5% (Desert)
1 10% (Dry)
2 20% (Dry)
3 30% (Dry)
4 40% (Wet)
5 50% (Wet)
6 60% (Wet)
7 70% (Wet)
8 80% (Wet)
9 90% (Wet)
A greater than 95% (Water)
D. Population (Throw 3D)
Throw Digit Magnitude
3 0 none
4 1 tens (low)
5 2 hundreds (low)
6 3 thousands (low)
7 3 thousands (low)
8 4 ten thousands (mod)
9 4 tens thousands (mod)
10 5 100 thousands (mod)
11 5 100 thousands (mod)
12 6 millions (moderate)
13 6 millions (moderate)
14 7 tens of millions (mod)
15 7 tens of millions (mod)
16 8 hundred millions (high)
17 9 billions (high)
18 A tens of billions (high)
E. Government (Throw 2D-5 + pop)
Digit Government
0- none
1 autocratic autarchy
2 demarchy
3 autocratic oligarchy
4-6 democratic oligarchy
7 no central authority
8-9 democratic oligarchy
A-B democratic autarchy
C+ democratic oligarchy
F. Law level (Throw 2D-7 + gov)
Digit Law level
0-3 low
4-7 moderate
8-9 high
A+ extreme
G. Tech level (Throw 2D-3 + pop)
Throw Digit Tech level
0- 0 Pre-industrial
1 1 Pre-industrial
2 2 Pre-industrial
3 3 Pre-industrial
4 4 Industrial
5 5 Industrial
6 6 Pre-Stellar
7 7 Pre-Stellar
8 8 Pre-Stellar
9 9 Low Stellar
10 A Low Stellar
11 B Stellar
12 C Stellar
13+ D Stellar
H. Starport Class: Cross reference Pop & TL on table below:
Population
TL 0 1 2 3 4 5 6 7 8 9 A
6- E E E E E E E E E E E
7 E E E * * * * * * * *
8 E E * * * * * * * * *
9 E * * * * * * * * * *
A - * * * * * * * * * A
B - - * * * * * * * A A
C - - - * * * * * A A A
D - - - - * * * A A A A
* Throw 1D and consult table below:
Throw
TL 1 2 3 4 5 6
7 E E E D D D
8 E D D C C C
9 D C C B B B
A C C B B A A
B B B B A A A
C B B A A A A
D B A A A A A
Starport quality:
A excellent
B good
C routine
D poor
E frontier
I. Allegiance:
For major Colonial States, throw distance from capital world on 2D-2. For
minor Colonial States, throw distance from capital world on 2D-4
J. Trade Route Revenues (kcr)
Port Destination
Pop Base Pop 4- Pop 8+ AZ
Code Rev Mod Mod Mod
0 0 - - -
1 9.9 -9.9 +46.7 -9.9
2 68.3 -68.3 +70.7 -53.7
3 90.3 -90.3 +70.7 -68.4
4 140.3 -120.7 +70.7 -111.1
5 162.3 -120.7 +70.7 -125.7
6 189.45 -120.7 +70.7 -141.7
7 232.45 -120.7 +70.7 -171.4
8 288.6 -120.7 +70.7 -208.1
9 331.75 -120.7 +70.7 -222.7
A 415.9 -120.7 +70.7 -242.1
Determine total revenue for Round Trip (TL delta cancels on Round Trip). Major
trade Routes have Round Trip revenues in excess of Kcr500. See JTAS #20 for
more details.
World Quality Rating (WQR)
Starport Factors
+2 Class A
+1 Class B
-1 Class D
-2 Class E
Atmosphere Factors
+2 good (5,6,8)
+1 fair (4,7,9,D,F)
-1 poor (0,1,A)
-2 noxious (B,C)
Hydrographics Factors
-1 dry (1,2)
-2 desert (0)
Population Factors
+2 high (9,A)
+1 moderate (7,8)
-1 low (0,1,2,3)
Law Factors
+1 moderate (4,5,6,7)
-1 poor (0,1,A,B)
-2 extreme (C+)
Technology Factors
-2 primitive (0,1,2,3)
-1 low (4,5)
+1 good (9,A)
+2 high (B,C,D)
Add all applicable Factors to determine WQR.
Earth Colonies Sphere
Sphere diameter of 100 cyr (31 pc) includes 529 worlds. Average stellar
density is 0.035, giving an average of 25 systems per subsector (720 cu. pc).
Undiscovered systems must be beyond 15 pc from Earth/Sirius 1720.19.
#012#Jump Distance Tables
Method 1: Determine the absolute values of the differences in hex coordinates
(i.e. |X1-X2|, |Y1-Y2|, and |Z1-Z2|) and arrange them in numerical order from
lowest to highest, then consult the table below:
D1 D2 D3 Distance
0 0 1 1
0 0 2 2
0 0 3 3
0 0 4 4
0 1 1 1
0 1 2 2
0 1 3 3
0 1 4 4
0 2 2 3
0 2 3 4
0 2 4 4
0 3 3 4
1 1 1 2
1 1 2 2
1 1 3 3
1 1 4 4
1 2 2 3
1 2 3 4
1 3 3 4
2 2 2 3
2 2 3 4
Method 2: An expansion of Method 1 that does not require the delta values to
arranged in numerical order:
DX DY DZ Distance
0 0 1 1
0 0 2 2
0 0 3 3
0 0 4 4
- -and so on. This table would be three times as long as Table 1.
Method 3: Determine the distance on the X-Y plane of the map and the absolute
value of the differences in Z-coordinates (i.e. |Z1-Z2|) and consult the table
below:
DXY DZ Distance
0 1 1
0 2 2
0 3 3
0 4 4
1 0 1
1 1 1
1 2 2
1 3 3
1 4 4
2 0 2
2 1 2
2 2 3
2 3 4
2 4 4
3 0 3
3 1 3
3 2 4
3 3 4
4 0 4
4 1 4
4 2 4
All tables only consider distance up to jump-4, the limit for TL13. Table 1
can be used to calculate distances from hex locations without the use of a map.
Table 2 is a longer version of Table 1 but requires less arithmetic. Table 3
can only be used in conjunction with a map.
Happy Travelling,
David Johnson
Houston, Texas, USA