phild said:
I set up a feature on my own World Gen spreadsheet that calculated population density, as a useful guide. It seems that an average mainworld generated through the MT system has a population density, when rounded to two decimal places, roughly equal to that of the moon
I was thinking about doing something like that myself. Calculating pop density, and using that score to determine "High Population". It would vary per world according to size, population, hydrology, and how much habitable land/territory on the primary fixture of the system. But I'm not sure...
I don't know whether the "High Population" defaults regarding trade and such should be primarily a function of total population, or rather a function of population density. The other problem, is that it would be absolutely nessisary to put in a fairly wide margin of randomness to the modification if I were to impliment it. Belters could be crammed together like sardines within a single large asteroid, or they could be spread out over a huge expanse of belt stretching thousands of klicks long. A smallish world with a 0 hydrology could have more habitable land then Earth, while a water world with high tech could likewise have a nearly endless amount of territory in which to build their cities, but would never have the sprawl that a non water world could develop. And at that point, I'm thinking that instead of having it auto generated by a spreadsheet, that I might as well just decide what the population density is like.