I have a feeling that people may not really have a grasp on just what a typical distribution of trade codes should be in a sector. The purpose of this thread is to provide some actual data for us to use when it comes to the distribution of trade codes. This may be an eyeopener for some people!
To generate the data, I wrote a program that generates Classic Traveller UWPs and trade codes, as defined in Book 3 (Basic Worldgen) and Book 7 (trade codes). I then set this to generate a Dense Domain (worlds present in a hex on 3+ on 1d6, area equal to a 2x2 sector grid with 5120 possible hex locations). I did three runs, and totted up each trade code in each run to see how may times they showed up, and then calculated the percentage of worlds in each run with a given trade code.
A few clarifications to the CT worldgen system were required when generating the UWPs that these trade codes are created from:
1) if pop=0 then law,gov,TL, and mult = 0, and starport=X (retroactively). This actually allows us to create Barren worlds in the first place (described in book 7, but there's no explicit means to generate them).
2) To qualify as Va (Vacuum), world size must be 1+ as well as atm 0
3) To qualify as Fl (Fluid Oceans) the atm must be A-C, not A+.
4) I added the Ga, Ht and Lt definitions from the MGT rules so we can compare the CT distribution of those. I also added my suggested Op code as well (if Law Level A+). The Lt definition was modified to TL 5- AND Pop 1+, since otherwise Barren worlds would count as low tech even though nobody lives there.
Everything else was unchanged from the default book 6 basic worldgen system, which is the same as the Book 3 worldgen system. Note that this is not presented as "how things should be" though - it's just presented as what the default CT rules will generate.
The results are shown below:
The first row shows the trade codes.
The second row shows the number of worlds had that trade code.
The third row shows the percentage of worlds that had that trade code (note that this won't add up to 100%).
EDIT: 24/1/08 am: I've taken out the EDG results for now as I'm regenerating them. I'll repost updated results on Thursday night probably. Ignore the comments in this post for now.
Comments
As you can see, the majority of worlds in a Classic Traveller Universe (about 70%!) are going to have the Non-Industrial code, and about a 25% are going to be Low Population too. About 4% of worlds will be Industrial, representing about half the High Population worlds. About 15% of all worlds are going to be Poor, and only about 4.5% are Rich.
While it appears that there are twice as many Ga worlds as there are Ag, bear in mind most of those Ag worlds are less than size 5 and therefore impossible (since size 4- worlds can't hold breathable atmospheres). We should see the number of Ag and Ga worlds become a lot closer in a realistic universe.
Note the staggering amount of Low Tech (Lt) worlds in the default CT universe - nearly 45%! That's below TL 5 - pre-1940s technology! Though I dare say that a lot of them are probably examples of places where the TL is too low for humans to survive in the planet's environment too. On the other hand, only 2.5% of worlds have TL C+ in the default CT universe.
If this disagrees with any published sectors, then that's because those sectors weren't generated using the correct rules. In many cases published UWPs have been hand-tweaked, or the algorithms to generate them were flawed (very badly, in the case of the Sunbane data). So don't take those as "what is expected from Traveller" because they really aren't - the tables I present here are what the unpolluted, unflawed random CT worldgen actually generates.
Make of that what you will... but at least now we have a base on which to build an understanding of how the trade codes should work in the OTU. But the vast number of Ni worlds is probably going to seriously affect how trade is actually supposed to work - and I somehow get the feeling that when CT was written nobody really figured this out beforehand and realised quite how many Ni worlds there ought to be (and I bet if we did an analysis of the trade code distribution in the Spinward Marches and in the Solomani Rim it wouldn't remotely resemble this at all).
Later on I'll be posting similar tables in the placeholder slots below that are derived from the unmodified Mongoose 3.2 worldgen rules and my the rules that are modified with my tweaks from the Worldbuilding 3.2 commenst thread - then we can compare them.
To generate the data, I wrote a program that generates Classic Traveller UWPs and trade codes, as defined in Book 3 (Basic Worldgen) and Book 7 (trade codes). I then set this to generate a Dense Domain (worlds present in a hex on 3+ on 1d6, area equal to a 2x2 sector grid with 5120 possible hex locations). I did three runs, and totted up each trade code in each run to see how may times they showed up, and then calculated the percentage of worlds in each run with a given trade code.
A few clarifications to the CT worldgen system were required when generating the UWPs that these trade codes are created from:
1) if pop=0 then law,gov,TL, and mult = 0, and starport=X (retroactively). This actually allows us to create Barren worlds in the first place (described in book 7, but there's no explicit means to generate them).
2) To qualify as Va (Vacuum), world size must be 1+ as well as atm 0
3) To qualify as Fl (Fluid Oceans) the atm must be A-C, not A+.
4) I added the Ga, Ht and Lt definitions from the MGT rules so we can compare the CT distribution of those. I also added my suggested Op code as well (if Law Level A+). The Lt definition was modified to TL 5- AND Pop 1+, since otherwise Barren worlds would count as low tech even though nobody lives there.
Everything else was unchanged from the default book 6 basic worldgen system, which is the same as the Book 3 worldgen system. Note that this is not presented as "how things should be" though - it's just presented as what the default CT rules will generate.
The results are shown below:
The first row shows the trade codes.
The second row shows the number of worlds had that trade code.
The third row shows the percentage of worlds that had that trade code (note that this won't add up to 100%).
EDIT: 24/1/08 am: I've taken out the EDG results for now as I'm regenerating them. I'll repost updated results on Thursday night probably. Ignore the comments in this post for now.
Comments
As you can see, the majority of worlds in a Classic Traveller Universe (about 70%!) are going to have the Non-Industrial code, and about a 25% are going to be Low Population too. About 4% of worlds will be Industrial, representing about half the High Population worlds. About 15% of all worlds are going to be Poor, and only about 4.5% are Rich.
While it appears that there are twice as many Ga worlds as there are Ag, bear in mind most of those Ag worlds are less than size 5 and therefore impossible (since size 4- worlds can't hold breathable atmospheres). We should see the number of Ag and Ga worlds become a lot closer in a realistic universe.
Note the staggering amount of Low Tech (Lt) worlds in the default CT universe - nearly 45%! That's below TL 5 - pre-1940s technology! Though I dare say that a lot of them are probably examples of places where the TL is too low for humans to survive in the planet's environment too. On the other hand, only 2.5% of worlds have TL C+ in the default CT universe.
If this disagrees with any published sectors, then that's because those sectors weren't generated using the correct rules. In many cases published UWPs have been hand-tweaked, or the algorithms to generate them were flawed (very badly, in the case of the Sunbane data). So don't take those as "what is expected from Traveller" because they really aren't - the tables I present here are what the unpolluted, unflawed random CT worldgen actually generates.
Make of that what you will... but at least now we have a base on which to build an understanding of how the trade codes should work in the OTU. But the vast number of Ni worlds is probably going to seriously affect how trade is actually supposed to work - and I somehow get the feeling that when CT was written nobody really figured this out beforehand and realised quite how many Ni worlds there ought to be (and I bet if we did an analysis of the trade code distribution in the Spinward Marches and in the Solomani Rim it wouldn't remotely resemble this at all).
Later on I'll be posting similar tables in the placeholder slots below that are derived from the unmodified Mongoose 3.2 worldgen rules and my the rules that are modified with my tweaks from the Worldbuilding 3.2 commenst thread - then we can compare them.