Simpler worldgen and UWP systems

captainjack23

Cosmic Mongoose
Hi,

EDG and I have decided that the best place for me to make some of my ideas about basic worldgen systems is in its own thread, rather than in his beta version test of his sytem. Which is fine by me, since I'm still contributing there.

So what I'm hoping to have here is a system that is based on a fundamentally important difference in our views, articulated before, but most recently, and probably most effectively, by Hans Ranke.

The core of his argument is here:
What I'm trying to say here is that no matter how much you tweak the system, you're going to need a final phase that involves intelligent evaluation and adjustment.

And what do you mean you lose worlds like E686678-1? Why would you want to lose them? Slab an red zone around it and you have an interdicted lost colony. Allow emergency landings on the empty continent (the one the natives haven't reached) where the Scouts have a base and you can even keep the Class E starport; otherwise, just change it to a Class X.

You know, I actually think the old system would be perfectly adequate if only companies would go over UWPs and change the unexplainable ones by hand before publishing. Which would take about eight man-hours per subsector. I know, because I tried doing it to a couple of subsectors as an experiment.


That said, I'm going to (hopefully) present two ways to deal with the issues that seem most pressing as regards worldgen in CT and MGT.
1. a guideline approach and
2. a minimalist mechanical approach.

Note that they are not mutually exclusive, and both do have the starting premise that the system is a tool, not an automated system, and that some GM assessment will be needed.

stay tuned.

World Generation: Overview
This proposal accepts from the beginning that there will have to be GM analysis and correction into any of the worldgen systems, but most especially the CT , and by extension, the MGT version.

In general, there are three areas of what seems to be consensus on problems with the worldgen system.

1. Planetary parameters
-atmospheres too dense for size.
-hydrographic inconsistent with atmosphere
-poor range of atmospheres
2. Habitability Problems
-too many people
-too many people in a crappy planet
-odd combinations of nearby worlds(empty gardens next to teeming hellholes)
-Primitive populations on unsurvivable worlds
3. Social problems
-population x Gov limits
-phantom and potemkin starports
-government names
-technology spread and distribution


There may well be more. Exclusion is not a comment, just my own ignorance. I hope that the solutions proposed will either apply to, or guide the way tof ixing any unlisted issues. Additionally, there are also a whole class of issues that relate to the whole preferred flavor of the referee’s campaign, and how to achieve it; I may or may not get to those. .

Generally, these issues revolve around two complaints: physical impossibility vs belief stretching.

The above list (roughly) breaks down into those categories as follows.

Physically Impossible
Atmospheres too dense for size.
Hydrographics inconsistent with atmosphere
Primitive populations on unsurvivable worlds

Belief stretching
-population x Gov limits
-phantom and potemkin starports
-government names
-technology spread and distribution
-too many people
-too many people in a crappy planet
-odd combinations of nearby worlds(empty gardens next to teeming hellholes)
-population x Gov limits
-phantom and potemkin starports
-government names
-technology spread and distribution


The distinction is obviously artificial and of my own choosing in several of the cases; regardless, I use this metric as the two types of problem often suggest different solutions.

In my earlier post, I alluded to two strategies for fixing issues with worldgen. In fact, they are the two different class of solutions implied by the above division.

Specifically, and to get to the point (finally), I’d use mechanistic solutions to deal with problems of impossibility, and rule/guideline based solutions for problems of belief. And then, if one doesn’t work well enough, try the counterpart. If neither work well enough try something else. If that fails, go back to playing Creeks and Crawdads using the SF supplement: “Star Fish Battles”.


Mechanistic solutions alter the mechanisms of the system – examples include changing dice types, modifiers, table entries, etc.

Rule/guideline based solutions set basic limits on the output of the system. Caps and limits, and also default values fall into this category. The typical one is “ If size =0, ATM =0, but also a guideline such as “ only one depots should be placed in any given sector”, and “Alsan alegence worlds will not be found in Zhodani space”

Next up, the actual suggestions:

Dealing with Problems of Impossibility
This covers the problems which are best described as physical impossibilities. These include The atmosphere problem, the Hydrographics issue and the non-surviablity problem.

1. Solving the atmosphere problem.

I’m with EDG on the need for this. However, he and I differ on how to do it,so……thanks to a free market economy, you now can get two ways !

Goals:
I’d like to solve the issue , keep the distributions clean , limit the use of modifiers where possible, and use standard dice mechanisms where ever possible. Looking like the solar system is gravy.

Two changes solve the problem.

1. Rewrite ATM type 2 or accept that it is functionally an exotic type.
description changed to:
Code:
 “Tainted/Very Thin .  This atmosphere unbreathable due to lack of sufficient pressure or mixed non-breathable gases in addition or instead of O2”.

Note, the MGT ATM 2 description isn’t even that specific, which is fine.

2. Now for the planets:
Code:
a. Roll as normal, 2d-7 + SIZ
b. If Siz <3 (0,1,2) ATM =0
c. IF SIZ = 3 or 4, and ATM>2, ATM =0 .*
d. If Siz >5, no change.

* This creates a mild distributional oddity:  siz 3 planets have a slightly higher probability (approx 5%) of having a type 2 atm compared to siz 4.  
One solution is to set the default for type 4 to 1 or 2 if calculated atm >2.

Done.

Advantages:
- Teeny dense ATM planets gone;
- max atm for 3 & 4 is 2, but most will be 0 or 1
- no extra tables or more modifiers;
- Same old boring 2d-7 mechanic; no confusing change for old gamers
- distribution of ATM for siz 4 isn’t reversed and all weird-lookin’
- ATM A is no longer an anomalous spike in the distribution of ATM results.
- May actually represent the solar system dynamics of these worlds.

2. Elliptical Atmospheres Do Not Exist.

Simple solution: Don’t use them, stop the table at C.

Advantages: Simple, hews to old LBB2 conventions.
Disadvantages: results in lots of type C worlds,due to capping effect.

The latter point suggests a less simple solution, as some of us (myself included) feel that type C should be rarer than B, if only for practicality.

Less simple solution: Add in type D "Panthalassic or Anomalous/Other”

Described it as as (something like):
Code:
“Worlds atmosphere is panthalassic having an extremely dense atmosphere with only vague distinction between atmosphere and ocean, and/or exhibitis rare pressure/altitude  effects found in dense atmospheres,  such as high/low atmosphere types.”

Done.

Advantages:
- uncaps C, thereby reducing its frequency
-adds in cool, newly discovered and theoretically rare types without adding lots of new entries.
-is a low frequency result, even with capping.
-Disadvantages:
-Changes CT structure, oddifies some older UWP data .
-Category isn’t very granular



3. Hydrographics inconsistent with and unconnected to Atmosphere types
This seem to me to be one of the issues that has less effect on the play of the game or the flavor regardless of right or wrong. As I understand it, various atmospheres should have different fluid components, and more or less coverage of same.

Honestly, I’d just roll it up and go by what is already available in CT .
Code:
Type D  ATM = A
Siz 0,1, HYD =0
ATM 0, 1, A,B,C = HYD-4
The last two sets are right out of CT; the alien modules, BTW…in this case module 4, Zhodani

If Temp is going to be an option, I’d add a final
Code:
–1 if hot 
+1 if cold

Make a note that
Code:
”with ATM types A+, the oceans will be more or less composed of non-water fluids, or mixes of water and other fluids.”


Done

4. Primitive populations on non-survivable worlds:

This is the classic tech 0 population on type C worlds. Actually, that’s a pretty rare combination, if not quite impossible. More representative would be tech 3- living in AT 2,3 or tainted atm planets. NOTE: The problem only exists if one considers the population to be the colonists, and not the natives (which is my opinion, and seems to be the case). The basic solution is pretty well available in CT:

Set a tech minimum for the problematic ATM types:
Code:
ATM    CT Min Tech  MY Tech MIN
2-            7             6
3             6             5
4,7,9         5             4
A,B           8             7/9
C             9             A
D             -             9

If there is a population, and its final tech is not equal to or greater than the minimum, it becomes an empty world according to the original CT ruling: POP= 0 GOV= 0 LL= 0 etc. This increases the frequency of empty worlds by about...11% + ? regardless, it's worth considering.
Another resolution of the rule suggests that the tech of the population should be raised to the minimum required. This gives lots more low/medium tech colonies on risky worlds, and suggests either an overcrowded society, or a very stable one (or both). the first approach produes a more sparse habitation, perhaps a frontier or a post collapse area
.
As seen there I have noted the CT version, and some changes I suggest. The main reasoning for the changes is that the TLs have slid around a bit since publication (or else I want my flying car right now !!!!) and need a bit of adjusting, and second, that I think it underestimates the ability of even early industrial societies to cope and retain slightly higher items of tech when it’s life or death.

A & B are differentiated to reflect the differing survivability requirements....heck, A could be as low as 5 or 6, all considered - when were the first underwater long term habitations built ? But I digress.

The increased AT rating changes are just to differentiate A &B, and acknowlege both TL drift after 30 years, and the difficulties of the worst atmospheres.

Honestly, my version is just chromed CT – either works fine.

(This issue also has a believability component, so see below)

Done



Problems of belief

1. Habitability

Before we get to the table and dice parts, some comments on Habitability issues.

EDG feels I underestimate the difficulties of colonizing the A+ atm worlds; I feel he underestimates the effects of technology.

So here’s my solution: the minimum Tech tables for odd atm types already are part of traveller (see above). If habitability (as opposed to survivability) is an issue, an elegant solution would be to simply add another column to the TLxATM type table, and label the original column Min TL for survivability and the second “minimum TL for habitability”.

All one has to accept is that that where the tech exists to survive on the plant, the next step is having pleasant habitations – that are, well, habitable.

Define the terms as follows
Survivability is the level at which life is possible and can be sustained long term - but with great difficulty, and constant attention to survival needed.

Habitability is the level at which the life can exist in comfort (more or less); while it may require advanced tech, considerible engineering and dedicated support staff, day to day life is possible for the bulk of the population without attention to the planetary environment.

Note: neither considers safety relative to earth type worlds. The dome may collapse and kill millions, but most of the people don't need to do anything special just to live day to day.

If a planet has the survivable TL, but not the habitable TL, halve the population. If the TL is equal or greater to the Habitability level, leave it alone.

Code:
ATM        CT  Survivable TL      My Survivable TL          Habitable TL
2-        7          6          7
3         6          5           6
4,7,9     5          4          4
A,B       8          7/9        8/A
C         9          A          B
D         -          9          A
  
If TL < survivable, POP=0, GOV =0 LL=0
If TL  < habitable and > survivable  POP = POP/2		
If TL < habitable, no change needed.
For the taint worlds, the survivability is the same as habitability – the solution is easy enough that the system isn’t stretched to provide it.

Given the above, I see no particular need for further limiting the population on the “hellhole” planets; in any case, they are actually a rare combination despite the complaints about them.

Done

<begin latest additions to text 021608>

Government

The main issues here seem twofold: what the heck is a “insert GT here” (or alternately “that’s not a “insert GT here”); and why can’t huge planets have low Government types (or vice versa.)


"What the heck is..."
Good questions. As to the first, not only are specific terms to political science used (charismatic, for one –it don’t mean your sixth stat in D&D), but they are 30 years old.
There are a wide variety of ways to reconfigure the list, and many suggestions about the proper relationship of societal control to population; all of them share two features: they also rely on an individuals understanding of political descriptors, and two they have little or no consensus. So, I really don’t see too much of solution other than trying to be very flexible in ones definition of what they mean. The USA’s official GT in the advertising copy is 4 (as was he Stalinist USSR) , but we can also be defined as 3 , 9 or C depending on how cynical I’m feeling from day to day….and a 6 when I’m in a real tinfoil-hat mood.


"why can't pop A have GT 1"
As to the second issue, If one feels that all govt types should be available to all populations, the problem is there are 14 types, and 11 slots on a 2d6 roll. One solution would be to simply collapse all off the dictatorship options together as “dictatorship,charismatic, non-charismatic oligarchic or religous”. If more granularity is needed, perhaps roll off among the collapsed examples.; or siply have two tableswith equal chances of roling on either (table for “odd population numbers and table for even population numbers However, as is well known, I have a phoia of adding tables or subrolls. So, I’ll move on here, having suggested heretical solutions to apostates who care to listen to doctrinal lies……;)


A CT+GM input solution
However, CT comes to the rescue. It's clear that the gov table varies by polity, situation and and species:occupied solomani territory is rich in captive worlds; Aslan and vargr have difefrent lists, as do zhodani and dryone, and etc); Once again, if it is seen a a tool, one that is currently calibrated to produce an OTU flavor, the probem is made easier – if you wish a corporate setting, switch 5 and 1; if a terrifying fascist super empire is needed, change one or more of the lower GTs to captive.


So.
1. Set the table up as you wish. Otherwise, the LBB is the default for an imperium-like setting.

2. 2d6 –7 + pop.

Done.
 
I too have sent in a variation of the UWP generation method. Most of the ideas I presented during the EDG Worldgen discussion and for whatever reason, he did not want to incorporate (perfectly within his right, I liked them, he didn't, no problem).

In summary:

SIZE:
Roll 2D-2 like everyone else

ATM:
Roll 2D-7+SIZ
If Size 2-: ATM=0
If Size 3, 4: and ATM roll is 2+: Make ATM=A

This makes for a lot of small worlds with ATM A worlds, but it is simpler than using a separate table and die.

Use EDG's alternate suggestions for ATM D, E and F. They make a lot more sense that what was there.

HYD:
Roll 2D-7+SIZ
If Size 1-: HYD=0
If ATM 1- or B-D: DM -4

[EDITED to reflect no DM for ATM A, see my post on the EDG thread]

POP:
Roll 3 dice and select 2 based on the following criteria:
ATM 4-9: Select the 2 highest die
All others: Select the 2 lowest die

This method allows all possible populations for all worlds, but makes uninhabitable worlds have a lower probability of higher populations. Not my original idea, but I REALLY like it.

GOV
2D-7+POP
If POP=0, GOV=0
as before with expanded definitions for GOV E and F

LL
2D-7+GOV
If POP=0, LL=0
with expanded definitions for higher rolls

STARPORT:
Roll 2D-7+POP and consult the following table:
Code:
Roll Starport
1-   E or X
2    X
3    E
4    D
5    D
6    C
7    C
8    B
9    B
10+  A
If the region has been explored and settled for a long time, then a roll of 1- is Starport E, if it is a frontier, unexplored area, then a roll of 1- is Starport X.

TECH LEVEL
Use the table from CT, but expand it to include the higher GOV and LL values.

If POP=0, TL=0

TRADE CODES:
Same as CT, but expand them to include the advanced atmospheres.

So for example:

Industrial (In): POP 9+ and ATM 0, 1, 2, 4, 7, 9+
Non Agricultural (Ni): Pop 6+ and ATM 0-3, A+

Sorry, Captain, didn't mean to hijack your thread, but I thought I would post it here instead of in a different thread. I don't really expect much discussion on it, since Gar will do what Gar will do.
 
My preference would be for dependent tables.

For example:

Table 1 is Planet Size.
Tabe 2E is Atmosphere for large planets.
Table 3EA is Population for large planets with no atmosphere, modified by nearness to a trade route.
Table 4EAC is tech level for large planets with not atmosphere, medium population, modified by nearness to a trade route.

This means every planet will hang together without fear of contradiction. It also means that, for example, if I already know a planet is of a certain size and has an Earthlike atmosphere, I can just start on chart 3. This is especially nice for "your jump seems to have been miscalculated", or otherwise being able to skip the planets that most traders would skip.

The bad news is we'd be talking a hundred tables. But if you're talking "find me a good planet" you're only be rolling on a couple of tables, and if you're using it to populate an entire sector you'd have put it all into Excel anyways. This is assuming that it's in some sort of World Book, I never did figure out why world generation should be in the main book. I mean, you can play an entire multi-year campaign in Traveller without ever having to roll up a random planet.

Always easy to say what I want, very tough to actually do it. :)
 
Rikki Tikki Traveller said:
I too have sent in a variation of the UWP generation method.

Sorry, Captain, didn't mean to hijack your thread, but I thought I would post it here instead of in a different thread. I don't really expect much discussion on it, since Gar will do what Gar will do.

no prob. There's hijacking, and then there's contributing, and this is the latter (and lord knows, I'm guilty of the former in a few cases.... :oops:) Hell, even hijacking is better than derailing.. Plus, getting thoughts on this topic out there is a good thing. Now I can read your ideas, too.

So, I edited the main post so my introduction is the first posting, and what I wanted to frame my suggestions, and I'll post the rest in sequence.
 
I suggest using some of EDG's mods as options.

For instance:

Starports (and things like them) are regional vs local

'Local' implies that starports depend on their host world's population for operation.

Planets are realistic vs classic


Starship Troopers and 2300AD are gritty, and have realistic planets, and local starports.

Babylon 5 probably has somewhat realistic planets. However, it also has huge space stations with no apparent local support, and so would have regional starports.

Traveller has classic planets and regional starports.
 
I prefer to keep it to 2d6
I prefer to not require tables and special dm's...
Thats the main reason I made my own UWP system.
Some 'weird' worlds are admissable, just not too many ( very few for me. )
Physical is harder to explain away than the social.
Avoid placing too much emphasis on terms like 'class A starport' or gov types; they are just what is on 'official' paperwork somewhere.
Focus more on actual capabilities/conditions regardless of labels...
Don't be afraid to fudge dice or ignore them completely on occasion to get what you want.

I'm thinking that it would be interesting to compile a list of various UWP systems in one place, so they can all be tried out. Good ideas could be picked from each one as a ref likes. Maybe even use different methods within a same 'universe'?.. just a thought. I like seeing other people's ideas and methods.
 
Added my suggestions for fixing the problems of impossibiity to my earlier main post (ATM, HYD, Survivability). More to come.
 
I did type a long reply, but my stupid browser ate the response! This may come across a bit more terse than intended as a result, but I'm merely pointing out the issues I see in your approach.


- As I pointed out to you elsewhere, your small world atm fix results in a 75% likelihood of atm 0 for size 3 worlds, and an 80.56% probability of atm 0 for size 4 worlds, which has no resemblance to reality at all (it's especially wacky given that it's more likely in your system for a larger world to have no atmosphere). All you've done is replaced one unrealistic system with another one that is arguably even less realistic.

- Why is your type 2 different from a type 3 or a type A?

- The problem with your type D atmosphere is that it's only available for large worlds - small worlds can't have generally anomalous atmospheres (and I'm referring to atms that may be different to the old atm D/E/F here)

- If temp is accounted for then you NEED more modifiers for hydrographics. A Hot world at 70 degrees C with a Very Thin atmosphere is not going to have liquid water on its surface, it'll have 70 degree steam, because the water boils off at lower temperatures when the pressure is lower.

- I'm kinda wondering how you think your "Survivable and Habitable TL" table approach is simpler than mine, which just uses one TL table for that.

- Your survivable tech levels conflict with canon too - atm 0 and 1 requires TL 8 to survive (Vacc Suit is TL 8, according to book 3), for example - not 6.

- If you say that the world is unpopulated if it is below the TL minimum, you will have a universe with a LOT of empty worlds. Just looking at the worlds in my CT run, and being nice about it and saying that you need a min TL 8 to survive on atm 0/1/B/C worlds, a min TL 5 to survive on atm 2/3/A worlds, and min TL 3 to survive on atm 4/7/9 (based on the TL for the protective gear described in book 3), you have a whopping 11.5% of CT worlds that do not have sufficient tech to survive in their atmospheres - so if you turned all those into empty worlds, you'd have 11.5% of your worlds being Barren (compare that to my solution, which was to just set them at the minimum TLs and keep the populations - yes, it produces some peaks at those TLs in the distribution, but it doesn't kill everyone off).
 
EDG said:
I did type a long reply, but my stupid browser ate the response!
off).

Heh. Its them hivers again.


Seriously, thanks for the input.

Without getting into compare and contrast two different systems and approaches, I can answer some of your questions:

- Why is your type 2 different from a type 3 or a type A?
the list I'm looking at has 2 as tainted, very thin. 3 is very thin, A is exotic.
- As I pointed out to you elsewhere, your small world atm fix results in a 75% likelihood of atm 0 for size 3 worlds, and an 80.56% probability of atm 0 for size 4 worlds<snip for brevity>

A good point. I originally had the default for size 4 as 1, not zero ; not sure if that was a conscious change, it may be a transcription oversight. Thanks for the spot. I'll look at the numbers & notes as I can and see what comes up.

- The problem with your type D atmosphere is that it's only available for large worlds - small worlds can't have generally anomalous atmospheres (and I'm referring to atms that may be different to the old atm D/E/F here)
a type D atmosphere will require a minimum of a +1, which makes a size 8 the minimum using 2d -7.
- I'm kinda wondering how you think your "Survivable and Habitable TL" table approach is simpler than mine, which just uses one TL table for that.
I'm not sure I framed it as simpler than yours, did I ? I'm looking at it now, I don't see that claim there. I do note initially that we differ on how we see the the effect of technology on habitability, is that what you mean ?


- Your survivable tech levels conflict with canon too - atm 0 and 1 requires TL 8 to survive (Vacc Suit is TL 8, according to book 3), for example - not 6.

As noted, that's the table as presented in the world gen section of Alien Module 5. I'm looking at it now, it says 7 for ATM 2-. The 6 is a suggested change by me. If canon is important to you, by all means don't use it. Read that bit again, I discuss why some changes appeal to me.. But 7 works fine , too.

In any case, I'm not too wedded to a specific version of the ATM x TL table if, as seems to be the case, more than one version exists in "canon". The point is, based on my ideas about habitability the concept of using a survival tech table is whats important. If you have one you like better, no problem.

- If you say that the world is unpopulated if it is below the TL minimum, you will have a universe with a LOT of empty worlds.<I've snipped this for brevity>

Actually, that solution is verbatim from canon. I was surprised to see it when I looked; I assumed the solution would be to raise the Tech. In fact, it is to "change its Population, government, law level and tech level to 000-0, instead". Harsh, I agree. That one I double checked in another source (I don't remember which, right now)

As to the numbers, I'll check using the numbers from the table I used; I appreciate your effort, but it isn't the same set of criteria, and the printed limits may in fact be more harsh than what you suggest


I should note that one of the things that Ranke's post did was to make me take a closer look at what the CT/Canonical worldgen system contained - and I've found a fair amount more than I remembered, in much the same way as actually running the probabilities for the wacky worlds showed me that my estimation of the scope of the problem was inaccurate (both high and low). Anyway, we've discussed the latter in other threads, so no need to do it again here.

Again, thanks for the input and questions. Hope the above helps.
 
captainjack23 said:
Heh. Its them hivers again.

Alt-Home apparently is a bad thing to press while typing a message. All just because I wanted to type a ° symbol using a non-numlocked numpad...


Seriously, thanks for the input.

Hey, it gave me an excuse to figure out exactly how many worlds in CT were broken in the survivability sense... ;). I really should put that in the CT thread.
 
4. Primitive populations on non-survivable worlds:

Set a tech minimum for the problematic ATM types; if there is a population, and its final tech is not equal to or greater than the minimum, it becomes an empty world: POP= 0 GOV= 0 LL= 0 etc.

This may not actually be necessary.

If we consider TL to represent
1. the goods locally produced and/or
2. the goods commonly available,
then how would you classify THIS situation:

Modern Earth (assume TL 7-8 for this discussion) establishes a colony on Mars. The Martian colony grows to a population of several thousand people (pop 3). In The Compound (the name of the largest outpost containing 2000 people – just under half of the total population of Mars):

A. they are able to locally manufacture Food and Clothing (TL0 - 1 min)
B. they have a small foundry for producing copper, iron/steel and aluminum (TL 1 - 4)
C. they have a single machine shop for casting, stamping, milling metal goods (TL 3 - 5)
D. they have electricity locally generated using locally produced machinery and wires (TL 4-5)

They cannot produce electronics locally (requires TL 6+) but import them from Earth (at TL 8 ) increasing the cost to about 4x the Earth price for Electronics and making them uncommon.

They cannot produce chemicals locally (requires TL 7+) but require imports from Earth (at TL 8 ) to maintain the atmospheric scrubbers. Due to the danger to atmospheric contamination in a sealed habitat, all chemicals are highly controlled substances available only by special permits and requiring special precautions.

They cannot produce plastics locally (requires TL 6+ plus oil) but imports it from Earth (at TL 8 ) increasing the cost to about 4x the Earth price and making it uncommon but vital for building and maintaining the habitat.


**************************

A Survey Mission or Traveller Merchant visiting Mars would find a colony with locally produced goods at about TL 4-5 with a smattering of TL 6-8 imports that are generally rare and include mostly technology vital to survival in this hostile environment. Even though they require (and adventurers could find) goods up to TL 8 related to survival (and probably medicine and communications) the vast majority of TL 6-8 goods cannot be produced and are not available at any price. There are no air rafts. There are no laser rifles (or ACRs for that matter). The world is most properly classified as TL 5 even though it could not survive in that atmosphere at that TL.


The same would be true if the Colony were ‘New Mars’ and located in another solar system. This colony would probably not survive the Long Night, but the TL 5 colony on a TL 6 min world is plausible in any other Traveller time period.

PS. … and boy are they happy when that merchant ship arrives with TL 6-8 goods to sell and looking to buy their TL 5 exports.
 
atpollard said:
4. Primitive populations on non-survivable worlds:

Set a tech minimum for the problematic ATM types; if there is a population, and its final tech is not equal to or greater than the minimum, it becomes an empty world: POP= 0 GOV= 0 LL= 0 etc.

This may not actually be necessary.

If we consider TL to represent
1. the goods locally produced and/or
2. the goods commonly available,
then how would you classify THIS situation:

<snip>

actually, I tend to agree with your analysis.. what is driving the issue now is two factors
1. The TL limits are part of CT, althoughthey may or may not need to be part of MGT

2. The extreme case worlds - tech 0-3 and vac or completely hostile atmospheres, which seem to be the ones that cause people to most seriously declare traveller is broken - tech 4+ seems more amenable to extrapolated solutions, (steampunk and all that, colonials on mars, don'tcha know )I guess, but cavemen with glass bubble helmets and airtanks seems to get a few backs up.

That said, the solutions would be to
1. apply tech level removal only to TL 0-3 on vac, trace or A+ atmospheres. Assume either local or remnant tech can deal with the taints, or sufficient adaptation has occurred to allow the population to either stabilize or be currently dying off very slowly.

2. use the (harsher) rules as written.

3. cope with the very small probabilities you get when you multiply the ~5-7% of preindustrial TL x ~12-16 % of worlds with the troublesome atmospheres (a massive total of 0.8 % or, simply .008) ; and then draw a line thru it when the rare event happens and move on. You have a 73% chance of never even rolling up one in a given subsector, and at that you have a likely value of .3 examples.

If that level of possible events is a worry IRL, I'd advise staying away from street crossings.
 
I will not question your statistical analysis, but I wonder if actual published sectors agree with that number.

I can think of 2 worlds in the Spinward Marches that have such a combination. One is the world where the Shadows adventure takes place, Cronor subsector I believe and there is another one, but I can't think of it right off the top of my head.

So if the SM has 2 and the odds of even 1 are only 0.3 per sector, something doesn't jive. I realize standard deviation could explain it, but maybe there is something going on here that we don't know about.
 
Rikki Tikki Traveller said:
I will not question your statistical analysis, but I wonder if actual published sectors agree with that number.

Please, please, I'm sorry about the comment earlier -it was not aimed at you. I get PMS and comments/complaints about being Mr SUper Scientist most times I post numbers. NOT FROM YOU OR EDG or any posters other than some trolls; who are likely the same scriptkiddie. <edit for clarity of intent> feel free to challenge my analyses. I do make mistakes.

I can think of 2 worlds in the Spinward Marches that have such a combination. One is the world where the Shadows adventure takes place, Cronor subsector I believe and there is another one, but I can't think of it right off the top of my head.

So if the SM has 2 and the odds of even 1 are only 0.3 per sector, something doesn't jive. I realize standard deviation could explain it, but maybe there is something going on here that we don't know about.

Well, it may be that 1. the SWM may predate the introduction of those tables or

2. The SWM had a GM analysis phase which intentionally retained them

3. The final decison of the author was to keep em.

In any case, I've come to the conclusion that the campaign books have different criterea for inclusion than the worldgen does for a random or player designed sector. I don't expect the Worldgen to create a clone of ....which one , SWM ? The LBB suppiment ? The solomani books or suppliments ? I don't think they should, and I don't think they could, given that the sectors in question are first and foremost creative endeavors by the author.

That said, I'm basing my average sector on 640 worlds - is the SWM noticeably bigger ? That could cause the effect....but probably, yes...it is just how the dice rolled out in this case. Assuming the dice were rolled which Im not sure of. So, yes, this is what the variance effect is. 2 examles may be a big jump from the liklihood of .3, but keep in mind, you cant actually have a partial planet, so the observed results are 0,1,2 (more) . Which is why I like to also post the liklihood of getting one or more (or less than one). the average examples expected is .3 -which doesn't actually represent a real example - so I find looking at the chance of getting at least 1 is sometimes more helpful...in this case its 27% ; and that includes all the results above 1 .
 
Further discussion on the issue of survivable tech for atmosphere type points out that employment of this rule as written creates a great number of uninhabited worlds. This is either a bug or feature depending entirely on the GMs needs. A strict canonist approach would indeed zero out the worlds…and produce either a frontierish, semi-explored universe, or a post collapse style world. The first suggests that so far only the nice planets are inhabited, and others only as tech permits; or , alternately, that society is starting to fray.
An alternate, and the seemingly unofficial consensus seems to be that the techs should be raised to the minimum (its what I would have done until I read the damned thing…others, too). This fills up lots of worlds with low-middle technology planets, and looks like a more settled, mature culture. Risky worlds are being colonized implying either pressure or great stability of culture allowing long term fragile projects o be undertaken.

There are a vast variety of compromised possible, also: 50% of the problem is caused by zeroing out the population on taint atmosphere worlds…perhaps raise these, and zero the non-supportable populations in the truly hostile worlds (A+, 3-); or differentiate survivability and habitability, also.

Regardless, my point is that in a system with GM analysis inherent in its design, what looks broken in a mechanistic system, is in fact just another tool for shaping the universe, rather than setting it to a certain set base, which is fine for physical stats, but really ,really questionable for social ones.
 
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