[explaining UWP] Promenade and Cloudwall

tolcreator

Mongoose
With an eye to eventually running a campaign, I've got 2 side-by-side subsectors rolled up. These are "my" subsectors O and P of Foreven. The 2 highest pop planets are Promenade and Cloudwall, and are right next to each other:

Cloudwall 1836 C574ABD-8 R Ga Hi In 526 Na K5V M3V
Promenade 1837 C776ACD-5 S Ga Hi In Lt 515 Na M0V

Now, in addition to rolling these up a-la Traveller, I've also rolled them up a-la Gurps Space 4e
(I wrote a program to do Gurps Space systems, then generated 10,000 of them, then searched for worlds matching the physical UWP, then took that whole system).

Now in Gurps, you can calculate the Carrying Capacity of a world. Plugging the numbers into the above worlds, I get a carrying capacity of 134 and 223 million, respectively. But they have populations of 50 *billion*! Each alone outpopulates the entire rest of the pair of subsectors.

Naturally these two systems are deadly rivals. Cloudwall I'm thinking is the worst of all logans run, soylent green sci fi all churned together. They, at least, have the tech (just about) to exploit the rest of their system. I imagine their entire biosphere has been wiped out, replaced by factory farms, even the oceans exploited as far as possible. They'll have orbital farms, aggressive mining all through the system, to supply the mainworld. The don't seem to *import* much, or they'd have a higher starport! Maybe it's just that their starport sucks, feature-wise, but has plenty of capacity.

But poor old Promenade, groaning under the weight of 50 billion with 1910s tech! I can't help but think Steampunk of course. At least this planet is a little *bigger*, though still smaller than dear old Earth.

My theory is that they are both *lying* about their populations, giving ludicrous, north Korea type figures, when they are really both pop 9 (and still recklessly overcrowded).

Even the tech 8 Cloudwall cannot prosecute a *war* against its rival Promenade, at least not with anything it can make itself. Perhaps it was once higher tech, and some catastrophy reduced its tech base to the current 8.

But if it did manage to launch an invasion of Promenade, clunky TL8 ships (carried on borrowed or bought TL 9 jump tenders?) will still annihilate the dreadnought ironclads, jules verne land ships, and biplanes Promenade can throw against them.

Maybe it was TL9 prior to the invasion, and the invasion efforts so bankrupted it, it has been reduced to TL8. Thus it *did* manage to build its own TL9 jump tenders/jump ships. This could explain the Government of B: Now unpopular after they *lost* the war against hopelessly outmatched, low tech Promenade. Promenade's government of C "enjoys the overwhelming support of it's citizens", perhaps because the underdog beat off the invasion.
 
Heh, of all Pop 7,8,9,A worlds, only 3 have populations that do not exceed their "carrying capacity". All 3 have the "Rich" trade code... talk about that making sense!
There is one Rich world that does exceed its carrying capacity, but it's close, and only because of its low tech (TL 4). At TL-6 or TL-7 it would break even.
 
Excellent descriptions and rationalization of a goofy system.

The UWP and random world creation was, and still is, my least favorite aspect of Traveller. It's one of several reasons why I play 2300AD instead. Being a small in game setting, comparatively, means these wonky unrealistic worlds can't be tolerated. I immediately sic the Kaefers on them and then gleefully watch the population fall well below carrying capacity.

Benjamin
 
Of course, you do know that you don't necessarily have to explain it, you can just change it to suit whatever you want it to be.

Now I get that sometimes explaining is more fun and leads to interesting/bizarre systems but I'm just saying is all...
 
kermit said:
Excellent descriptions and rationalization of a goofy system.

The UWP and random world creation was, and still is, my least favorite aspect of Traveller. It's one of several reasons why I play 2300AD instead. Being a small in game setting, comparatively, means these wonky unrealistic worlds can't be tolerated. I immediately sic the Kaefers on them and then gleefully watch the population fall well below carrying capacity.

Benjamin
I roll 3d80x100km to generate world size and then use the definition of World size to get a size digit, the results below:
subsector_a_map_by_tomkalbfus-d96fe5v.jpg

To be more specific, each d80 had a range of 10 to 80, so the minimum size planet was 3000 km, though because of the bell curve, that rarely occurred. Population was rolled by 2d6 and I capped it at 9, then I took the size of each world in km and divided by 12,800 km and squared the result and rolled 1d9 times 10 to the population digit times that square.
 
Nice research base icons! (I presume that's what they are).

Yeah I've started fiddling with the UWPs to make them a little more sane, although Ag worlds are popping up all over the place now as populations drop to 7. It was fun explaining how 2 worlds were so massively overpopulated, but it got boring after that. A few were "Well once they were pop X, but once all the resources were stripped and society fell back a few TLs, it's now X-1 or X-2" but even that's starting to get old now... just adjusting them to be either lower than the "carrying capacity" or at most x2 or x3 (if they are highish tech and so can exploit the rest of the system).
 
tolcreator said:
Nice research base icons! (I presume that's what they are).

Yeah I've started fiddling with the UWPs to make them a little more sane, although Ag worlds are popping up all over the place now as populations drop to 7. It was fun explaining how 2 worlds were so massively overpopulated, but it got boring after that. A few were "Well once they were pop X, but once all the resources were stripped and society fell back a few TLs, it's now X-1 or X-2" but even that's starting to get old now... just adjusting them to be either lower than the "carrying capacity" or at most x2 or x3 (if they are highish tech and so can exploit the rest of the system).
Yep the flasks indicate research stations, reminiscent of those laboratories full of test tubes, the Anchors indicate naval bases, the triangles indicate scout bases, and the skull and crossbones are pirate bases. there are no Imperial consulates, no Traveller Aide Societies either, as there is no Imperium here, it is an interstellar version of the World during World War II with a maximum tech level of 11. I threw in some extra planets without names and starport X to represent primitive islands. The main threat in this Subsector is the Japanese.
 
Obviously, they are both populated by an alien race. Note that they both have Tainted Atmospheres, I'm sure that one is the homeworld and the other is a long-time colony.

Perhaps the colony was originally settled sub-light and it wasn't until the 3I Scouts came through that they discovered FTL.

They have such a high population because the aliens are adapted to the environment in a way that humans are not, so the Carrying Capacity doesn't apply.

Perhaps what is a taint for humans is necessary for the aliens, thus they are essentially stuck on their two planets since without that specific taint, any other atmosphere is A (Exotic) to them.

So you have these two huge population worlds, but the natives have no way to spread out through the subsectors...
 
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