Code:
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SIZE: 2d-2
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ATMOSPHERE: if size 5+ : roll 2d-7+size
if size 3 or 4 : roll 1d6: 0-2=0, 3-4=1, 5-7=A. DM-1 if siz 3, DM+1 if siz 4.
if size 2- : atm = 0
Atm D = Dense, High
Atm E = Thin, Low
Atm F = Panthalassic
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TEMPERATURE: roll 2d6:
2- Frozen
3 Cold
4 Cold
5 Temperate
6 Temperate
7 Temperate
8 Temperate
9 Temperate
10 Hot
11 Hot
12+ Roasting
DM -2 if atm 2 or 3.
DM -1 if atm 4 or 5 or E (Thin Low).
DM +1 if atm 8 or 9.
DM +2 if atm A or D or F (Panthalassic).
DM +6 if atm B or C (runaway greenhouse effect).
If atm 0 or 1, roll 2d6 without DMs to determine average temperature, but temperature swings from Roasting during the day to Frozen during the night.
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HYDROGRAPHICS: 2d-7+size.
DM-6 for size 3 or 4 and atm A.
DM-6 for atm 0 or 1.
DM-4 for atm 2 or 3.
DM-4 for atm B or C.
DM-2 if Hot temperature.
DM-6 if Boiling temperature.
Hyd = A for atm F (Panthalassic).
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POPULATION: 2d-2
DM -1 if size 3-. (due to low gravity)
DM -1 if size A. (due to high gravity)
DM -2 for atm 0-3, A, F
DM -1 for atm 4, 7, 9, D, E
DM +2 for atm 5, 6 ,8
DM -4 for atm B
DM -6 for atm C
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GOVERNMENT: 2d-7+pop
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LAW LEVEL: 2d-7+pop
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STARPORT: As MGT table, except:
DM -4 for pop 3-
DM +2 for pop 7+
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TECH LEVEL: As CT except:
DM +2 if size S.
DM +1 if atm F (missing from table)
DM +1 for gov 5 (missing from table - shouldn't be a DM for gov 4)
DM +1 if hydro 0 (it'd be hard to live on a bone dry planet).
DM +2 if gov 7 (balkanised worlds tend to conflict more, and war drives technological advances). Keep the DM+1 for gov 0, because of low level conflicts.
DM -2 if gov E (a religious autocracy shouldn't be any less anti-technological than a religious dictatorship...)
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ENVIRONMENTAL TECH LEVEL LIMITS:
Atm Minimum Tech Level
0-1 8
2-3 5
4,7,9 3
A 8
B 9
C A
D, E 5
F 8
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TRADE CODES: as CT, except:
Ba (Barren): Pop 0, Gov 0, Law 0, Mult 0, Tech 0.
Fl (Fluid Oceans): Atm B or C, Hyd 1+.
In (Industrial): Atm 0-3, 4, 7, 9, A-C. Pop 7+.
Lo (Low Population): Pop 1-3.
Na (Non-Agricultural): Atm 0-3, A-C. Pop 6+.
Ni (Non-Industrial): Pop 1-6.
Ri (Rich): Siz 7+, atm 4-9, pop 8+
Po (Poor): Siz 1-4, atm 0-3, A-C. pop 5-.
Op (Oppressive): Law A+.
Wa (Water World): Hyd A.
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The first column is the hex location, followed by the UWP block. The single digit on its own is the Temperature, and the final three-digit block is PBG.
Temperature codes:
1=Frozen
2=Icy
3=Temperate
4=Hot
5=Boiling
These are about as physically realistic as you're going to see with a relatively simple UWP generation system. And the Tech levels are appropriate for the environment too (they may be overkill in a few cases, but they're at least at the bare minimum that you need to survive there). So these UWPs present no problems in terms of consistency with physics and with Traveller technology - how they affect the nature of trade is however open to discussion.