Mithras said:
How do I make these unique, interesting and alien?
I've done the hyper-polluted Bladerunner style world, the 'world-city' Corsuscant type world and the Megacity One surrounded by irradiated wilderness type world.
What else?
And when the UPP suggests a garden world, how do you stop these looking like Earth or like a Star Trek set?
Low pop worlds, I have no problem, my worlds are alien, challenging and different....
I thought of one cultural difference potentially related to a pre-stellar TL High Population World.
Stuff. Specifically the value placed on stuff. Mass produced goods are plentiful, disposable and interchangeable - all of which increased material wealth at the cost of craftsmanship. A High Population world with a Right To Work attitude, might be more guild oriented with more craftsmen able to produce one-of-a-kind items. Not just the traditional 'Artwork for Export', but everyday items.
For example, at the starport bar on 99% of the worlds, you will find the local variant of some homogenius blend (made to strict uniform standards and mass produced for export) served in a non-descript transparent container identical to every other glass in every other bar on every world within 20 parsecs (all imported from the same Industrial World).
In THIS Starport Bar, each glass is unique and hand made (yet still virtually indestructible) produced by the local guild. The locals take pride in the ability to identify who made any particular piece without looking at the seal stamped on the bottom. ["
That cup was made by Randall, He has his grandfather's flair for those Florals and Swirls."] There are three off-world brews for those who want such stuff, but HERE, each Pub prides itself on it's unique brew - made on the premisis and variable from season to season.
When and if trouble breaks out at the bar, the keeper wields a one of a kind Firearm handed down from his great Grandfather and still as good as the day it was made. None of those one-size-fits-all vanilla shotguns for HIS bar.
In short, there are no 'common' items. Everything costs more because it was hand made to last for generations. Everything has greater intrinsic value.