V 2.0 Planet biospheres and ...ALIENS !

captainjack23

Cosmic Mongoose
I've been (over the years) developing some metrics for quickly rating a given world on its biosphere, complexity, and intelligent life. I thought I'd post some of them here for input and inspiration. Consider them, if you will, Cap'n Jacks Rough and Ready Traveller Toolkit (Tmpending),_ho ho.

Now updated with feedback, oxygen, and some cleaner mechanisms and explainations !
 
Planetary Life Profile Generation System(vers 2.0)


Overall Goals :

A quick but somewhat realistic system for generating the presence and complexity of native lifesystems on a given planet, the presence of sentient native life (and it’s population and tech), and the impact of the settled population.

Design goals
-have a minimum number of factors to use as for generation
-generate them using use traveller dice where possible
-generate them only using the basic LBB2 codes (no star type, etc)
(not a political decision - I didn't own LBB6 for years and years, and even now, hardly crack it.)
-reflect the distribution of sentient life forms shown in the OUT, specifically the spinward marches.

Results:
I have two ratings for a given planet, and an optional third. These determine the existence of life, complexity of life , sentient life, (plus tech and pop if so), and the remaining native life post settlement.

Caveat Mentor:
I call local life and inhabitants "native" to distinguish them from the settlers reflected in the POP code (imperial Solomani,Vargr, hiver, etc), and to keep the proper "colonialism in space" attitude and flavor.

As far as basic life goes, an atmosphere of 3-9 always has life of at least rudimentary level (to create the oxygen).
I treat type 2 ATM as either a pre-reducing, collapsing 02, or exotic low pressure atmosphere.
(Yes I know its supposed to be a Very thin 02…but you have to wear breathing gear and can have pressure problems, so the difference is minimal with regard to OUT canon and player experience…basically a SCUBA planet, either way. )
Note that ATM 2 worlds CAN have life, it’s just not likely or guaranteed even assuming canonical free O2..

Type A –C worlds can generate life –but not as we know it. So, I’ve stayed a fairly assumption free about what it may be like or its likelihood, other than they don’tt get the guarantee of life that oxygen indicates.

Type C+ worlds are still Megatraveller and non-LBB types/MonG trav, so I’ve ignored them. (not a shot at EDG, I assure you)

I assume that the high complexity of life determines the presence of sentient life past a certain cutoff . (this uses the Mongo Mean Scale of Animal Life)

There is an average of about 1.4% chance of sentient life across all planets. Note : the crappiest planets have a 0% chance of life, better planets have more. 1.4 is the average expected races per 100
This generates about 10 native races per sector; with about a 55% chance of getting one or more per subsector.

This is also unlikely to generate any major race homeworlds if natives do exist. This is intentional.
This shouldn't be used on a major species actual or effective homeworld(s). Examples: Terra, Vland, Lair, Hiverhappymoplandplanetplace..

It will generate native populations of from 2-6 most frequently, with outliers (less than 5% probability) of pop 1 or pop 7-8.

Populations will have a TL of 0 50% of the time. Otherwise, the likely TL is 3 or less, with values up to 6 occurring at less than 5% probability .

Okay, so what are these magical, wonderful ratings ?

LifePotential (LP), Biocomplexity (BC) and Native Biomass(NB).

They are ideally coded after the standard UWP and PBG values, but before the trade codes , as five Hexatraveller digits, and called the PLP (planetary Life Profile)
Thus: A657555-B 721 C5007 The last five arethe PLP , in order : LP,BC native population, native tech level , BM).

So. What are they ?

Life potential
This is an abstract measure of how life friendly a planet is. Higher values imply a rich differentiated ecosystem, with just enough challenges to promote speciation and general advancement towards greater complexity and sentience;
Assumptions:
Either ATM or HYD must be >0; (you’ve got to have something to start somewhere)
Balanced HYD/ATM is generally better and more of both is better,
ATM 3-9 are a marker for life existing, otherwise ATM/HYD composition is irrelevant.

IF ATM + HYD =0, Life potential (LP) =0*
[Stop here, Biocomplexity =0 ]
Otherwise,
Life Potential = 2d6 -7 the lesser of ATM or HYD.

If ATM is in 3-9, and LP =0, set LP =1

*(Note: if you ignore this modifier, and I almost decided to do so, the only real change is that Biocomplexity and Life Potential increases a bit towards 0 mostly at the low end. There are about 7% less lifeless planets. Finally, this has a minimal, but real, change in the distribution of native TL and Populations towards slightly higher counts; additionally, the Max native pop goes to 9 (1 out of 10010 planets )

This gives a range of 0-15 which fits the UWP hexetraveller format of 0-F nicely.(F)
Code as the first digit in the PLP

Biocomplexity
Esentially a rating of how long and/or how much complex change has been occurring in the ecosystem.
Assumptions:
-Development time is unscaled as to actual duration or across different planets.
1 = less developed, A = more; may represent 10 billion years of development , may be a million; could be ten minutes in ultra mega extreme cases. ("Do not drink that water.....oh hell". Ecocide the easy way)
-longer development time correlates with more complex life, butis not a guarantee (remember actual timespan is unscaled and unstated, and start times may differ)
- General evolutionary trend assumed similar to earth : simple -> complex organisms defined by number of, unification , specialization , and integration of cellular makeup).
-Actual nutritional sytems, speciation and habitat types ignored.
-Sentience is the result of high complexity
-the UWP pop figure is the non-native population.

IF LP =0, BC =0. (Stop here, move to the next planet.)
Otherwise,
Biocomplexity (BC) = 2d6 -7 + LP
IF BC <0, BC =1
Now, here’s the YMMV subjective bit: the cutoff intelligent life.

if BC >13 (D), intelligent life exists. If so,
Native Tech (NTL)is BC -14,
Native Population (NPO) is (2d6 + tech)/2

For UWP coding, where no sentient life exists the max value of biocomplexity is D. If sentient life exists, it is coded as S.

Code NPO and NTL as the next two digits of the PLP.

Now, the somewhat optional one:

Native Biomass (NB)
A generalized rating of the impact that settlement has had on the native biosphere for replacement or stress extinction by foreign life forms. Higher = more native life.
It is probably the most chromey of the three - I like it for descriptive uses, YMMV.

Assumptions:
-More imported population puts more stress on the native life
-The focus is on the remaining native life, replacement essentially equating to extinction without replacement.

Native biomass = 2d6 - POP.
Note that the POP is the UWP code pop - the settlers ("imperials" or whatever), NOT the natives. Although, if there is no POP it would be reasonable to use their numbers for generating NUWP, I guess.
An optional (and harsh) rule is that the native population (NP) cannot exceed the NB code. *

Treat it similarly to HYD as a 0-100% rating. Code it in the last digit of the PLP

*Unless there are no settlers, and the NB was generated by using the NP population. You just have to be difficult, don’t you ? ;)


Summary

Code:
1. [b]Generate Life potential (LP) [/b]
    [b]LP =Roll 2d6 + the lesser of ATM or HYD[/b] 
    LP <0 = 0
    If ATM +HYD =0 , LP=0


2. [b]Generate Biocomplexity (BC) [/b]
       LP 0 = BC 0  & [b]Stop[/b].
    Otherwise, 
    BC =[b]2d6 -7 + LP[/b]
    LP <0 = BC 1
    a. if result >13,sentient native life  exists
        1. native TL (nTL)= BC -14
        2. sentient population (nPop)= (2d6 + NTL)/2 (rounded up)
             a.  Add trade code "SN" with nTLV and nPop thus: SN03 and/or 
              b. Code PLP second digit as S, code third as per NP and Fourth as NTL and NPOP
    b. If BC <14, no sentient life currently. Code BC in PLP second digit.
       
3. [b]Generate Native Biomass (NB)[/b]
    NB = [b] 2d6 -POP. [/b]
    (Optional) If  NPOP > NB,  NPOP = NB-1.

In some campaigns, all three (LP, BC and NB ) would make useful trade codes - or general descriptors.

<edited to include feedback>
<edited to include version two>
 
Life potential

Roll 2d6 + the lesser of ATM or HYD.
gives a binary decision about life having arisen
(No or Yes), and , if yes, quantifies how much development time it has had.

I'll let EDG speak to the specifics of this suggestion. But my limited understanding of biological development and it's influence on atmosphere is that if you have an atmosphere of type 3 to 9, i.e. has enough free oxygen to be (mostly) breathable, your world is required to have continually regenerating source of oxygen. On earth this is the green plant life. And I'm unaware of any other source for oxygen. And oxygen is so reactive, it is a requirement to have a on-going, regenerative source for this oxygen or it all reacts out of the atmosphere in a very short period of (geological) time.

So the dice have already been rolled for this: ATM 3-9 =>Life yes, else Life probably not.

Given the dismissal of the idea of terraforming worlds (even over the 10,000+ years some races have been space borne), we have to assume the atmosphere is at least mostly the result of local biological activity.

Next question: Have you done the statistics with the LP/BC calculations to show figure out how many sentient races there are per sector? (say 500 worlds) The general rule I was taught was about minor races 3 per sector, which averages about 3 per 400 worlds.
 
Oxygen is a biproduct of life. Without Life, Oxygen will react out of the atmosphere in only a few thousand years.

So, if you have ATM 2-9, D or E, life must exist or have existed within the last few centuries.

However, you CAN have life without Oxygen. Based on the chemical reaction energies, it doesn't look like any other combo in more efficient than oxygen, but it is certainly possible. After all, there are anaerobic (non-oxygen) life on Earth and it does quite well.

Methane, Sulfur and Ammonia are possible alternatives, but all are less common than Oxygen.

Methane Breathers (ATM A) are a staple of SciFi, so even if they are not as likely, I think from an RPG point of view should be acceptable. After all, we have nothing proving that it CAN'T exist... :wink:
 
Ah yes...the oxygen thing....
I can't believe I forgot about that..... :oops:

Thats what critique is for, thanks.

So, I'd suggest that either a 0 means no life or no reducing life....except that rules out the higher ends, which if exotic + are also non-reducing.

Okay, just giving a planet a 1 if it has 3-9 atmos seems a bit ineligenet, and undifferentiated.

Perhaps, if atm 3-9, min LP = ATM-2 ? should taints have a higher LP ? Hmmmm.

More thinkage.


As to aliens, I seem to remember that OTU suggested about 1 alien race/subsector, and I aimed it at that (.75) actually, but I may misremember or be using a different edition. Some test runs are indeed a good idea, anyway.
Howsomever, I need (as shown by EDG and Aramis) that my Random number generation routine needs fixing. That first - then runs.

Thanks to you both for the input.
 
Rikki Tikki Traveller said:
However, you CAN have life without Oxygen. Based on the chemical reaction energies, it doesn't look like any other combo in more efficient than oxygen, but it is certainly possible. After all, there are anaerobic (non-oxygen) life on Earth and it does quite well.

But it can't actually get very far without oxygen. "Burning" oxygen for fuel (or whatever the biological process is) gives you a lot more energy than hydrogen sulphide or methane (which is what the life at the hydrothermal vents on earth uses). Without that extra energy, the cells can't actually do much - the extra energy released by oxygen processing is one of the key things that has driven macrosopic evolution.

Basically, life that doesn't use oxygen is most likely to just stay at the microbial level. The only reason we have macroscopic life at the vents is that it's oxygen-using life that has evolved into a symbiotic relation with H2S-processing bacteria.
 
UPDATED FOR VERSION 2 as of 2-2-08

tjoneslo said:
Next question: Have you done the statistics with the LP/BC calculations to show figure out how many sentient races there are per sector? (say 500 worlds) The general rule I was taught was about minor races 3 per sector, which averages about 3 per 400 worlds.

Yup. Fixed the d6 ranum portion of the code (Varibale A below), working well:
Code:
   MEAN A   3.50137  Count A     50001  STDERR A  0.007638


So. Heres the updated runs from a 100K set of worlds used to generate LP,BC Sentient life, tech and pop.
Code:
-------------------------
 diceroller           13:47 Wednesday, January 31, 2008 3749


-------------------------
Total PLANETS:                      100010
Total worlds with life              85352
Total worlds with sentient life      1433

      LP value range
------------------
       0     14658
       1     16074
       2      8638
       3      9620
       4      9743
       5      9337
       6      8352
       7      7064
       8      5747
       9      4160
      10      2876
      11      1802
      12      1083
      13       546
      14       242
      15        68

      BC  value range
------------------
       0     14658
       1     18277
       2      7482
       3      8328
       4      8493
       5      8264
       6      7771
       7      6621
       8      5504
       9      4415
      10      3445
      11      2521
      12      1712
      13      1086
      14       709
      15       393
      16       203
      17        90
      18        24
      19        13
      20         1


     SNT (sentient race present)
------------------
       0     98577
       1      1433
 

     NTL (native Tech level)
------------------
       .         0
       0       709
       1       393
       2       203
       3        90
       4        24
       5        13
       6         1
 
  NPO (Native Population)
------------------
       .         0
       1        71
       2       209
       3       379
       4       390
       5       256
       6       104
       7        20
       8         4

Next up, crosstabs of NTL x NPO.
 
UPDATED FOR VERSION 2, 02-02-08
Native populations broken down by tech level:

number of codes found at any given native tech level.

Native TL 0
Code:
   NTL0
     NPO 
----------------------------
       1        59         
       2       139         
       3       223         
       4       178         
       5        90         
       6        20

Native TL 1
Code:
  NTL1
     NPO                
----------------------------
       1        12         
       2        49         
       3       101         
       4       111         
       5        84         
       6        36

Native TL 2
Code:
 NTL 2
     NPO                 
----------------------------
       2        19        
       3        39         
       4        72         
       5        48         
       6        21         
       7         4

Native TL 3
Code:
     NTL3 
NPO                 
----------------------------
       2         2         
       3        14         
       4        23         
       5        24         
       6        17         
       7        10


Native TL 4 -6
Code:
   NTL4
     NPO                 
----------------------------
       3         2         
       4         3         
       5         9         
       6         7         
       8         3         


 NTL5
    NPO                 
----------------------------
       4         3         
       5         1         
       6         3         
       7         6         

NTL6
     NPO                 
----------------------------
       8         1

I'm still tempted to put a minimum pf 3 on native pop - unless one wants to assume that the lev 1 and 2 are either just emerging, or the last survivors on the reservation.....

These are before the harsh NB correction is imposed (noble savages before settlers...)
 
captainjack23 said:
I'm tempted to put a minimum pf 3 on native pop - unless one wants to assume that the lev 1 and 2 are either just emerging, or the last survivors on the reservation.....

I'll refer you to this posting by Chris Thrash summarizing viable populations of people, and presumably most aliens. This gives a population minimum of 500 or so. I'd say that any viable TL0-4 population needs to be at least 5 (10,000+) and can be as high as 8 (100 million). Populations less than 5 are probably suffering through an extinction level event (e.g. environmental change, human colonization, etc.)
 
pasuuli said:
tjoneslo said:
Populations less than 5 are probably suffering through an extinction level event (e.g. environmental change, human colonization, etc.)

...and therefore might be rare?
Rare to the point where it isn't possible to specify by rolling dice. Or rather, mention this possibility in a sidebar as a GM option, but not as a outcome of the dice.

The long posts about the UWP and the minor race discussion brings up a interesting point. It follows along from one of the criticisms of T5 in particular and Traveller in general. That too much of the setting details are determined by dice rolls without an explanation of what the effects are.

So if you are going to include these rules, adding a GM's sidebar (or box text) that says: These tables on life probabilities will generate about one alien race per sector's worth of worlds (400-500). This matches the original Traveller rules intent of being able to have the Star Wars Mos Eisley cantina scene (many different aliens sitting around a starport) without loosing the human dominated nature of the Imperium.
 
Personally, I think 1 alien race per Sector is too low for Traveller.

The Spinward Marches have what 3-5 native races? That would be about 1 per 4 sub-sectors or about 1 per 100 habitable planets (atm 4-9).
 
Well my EDG quadrant generated four pop B/C worlds (which are supposed to be either alien homeworlds or very old, established "Core worlds") for a quadrant - that worked out to about one per subsector. The only real problem with that is that it assumes then that ALL homeworlds need to have pop B/C, which isn't necessarily the case.

In CT, MGT and EDG there's about 25% of the worlds that are Garden worlds, so those are the ones that are potentially alien homeworlds. At the very least those worlds automatically have life on them in order to produce their oxygen-containing atmospheres. I'd say that intelligent life should realistically be very rare - Earth's been around for 4.6 billion years and as far as we know humans are the only time that technologically-capable sentient life has appeared here, and we've only been around as such for about 10,000 years.

But this is Traveller, so let's just say that you have to roll 2d6 for each Garden world and on a result of 12 they have evolved intelligent life of some form on them (a roll of 11- means that they have their own thriving ecosystems, but nothing smart enough to be considered an "alien race"). So that's 2.8% of 25%... so 0.7% of all worlds should have native intelligent life if that's the case. About one in a hundred Garden worlds would be homeworlds in that case (so any population roll would be assumed to be mostly the indigenous population, not that of visitors).
 
Rikki Tikki Traveller said:
Personally, I think 1 alien race per Sector is too low for Traveller.

The Spinward Marches have what 3-5 native races? That would be about 1 per 4 sub-sectors or about 1 per 100 habitable planets (atm 4-9).

That was my typo, should be three to four per sector.

Spinward marches, if you read GT:Behind The Claw has eight (Ebokin, Llellewyloly, Mewey, Obeyery, Shriekers, Tashaki, Tethmarim, Ursty) plus the human races of Darrians, Irklan, Nexxies and the Dryone/Chirpers.
 
tjoneslo said:
Rikki Tikki Traveller said:
Personally, I think 1 alien race per Sector is too low for Traveller.

The Spinward Marches have what 3-5 native races? That would be about 1 per 4 sub-sectors or about 1 per 100 habitable planets (atm 4-9).

That was my typo, should be three to four per sector.

Spinward marches, if you read GT:Behind The Claw has eight (Ebokin, Llellewyloly, Mewey, Obeyery, Shriekers, Tashaki, Tethmarim, Ursty) plus the human races of Darrians, Irklan, Nexxies and the Dryone/Chirpers.

Do Sword Worlders qualify?
Larianz of Byret
Crawni of Craw
And the probably-extinct colony on Yorbund.
Plus the ones we don't know about.

Of all the native ones in the above lists, any of them do any travelling? What's the likelihood that, among the native ones, any of them/more than one of them will be in a Cantina on a starport on a world?
 
tjoneslo said:
captainjack23 said:
I'm tempted to put a minimum pf 3 on native pop - unless one wants to assume that the lev 1 and 2 are either just emerging, or the last survivors on the reservation.....

I'll refer you to this posting by Chris Thrash summarizing viable populations of people, and presumably most aliens. This gives a population minimum of 500 or so. I'd say that any viable TL0-4 population needs to be at least 5 (10,000+) and can be as high as 8 (100 million). Populations less than 5 are probably suffering through an extinction level event (e.g. environmental change, human colonization, etc.)

Its an interesting point...I know the source article, and appreciate the reference. to thrash's article.

I thought about the lower limit of 500, and decided that given the population levels of the very remote polynesian islands, (limited population flow then none forquite a few generations) 500 could work. I bumped it up an order of mag since we aren't actually modeling a culling/settling event, but rather sentience rising inb a general population...which is , at the lowest levels (very lowest levels - A. Afarensis, say) more about information spread than actual genetic change - tools have been possible in chimps for a long time, but not all chimps use the same set, depending on contact and environment ).

Once tool use really takes off, according to recent theory, then so does speciation..

A low Pop could be extinction or colonization effects, but could also model the first primitive Africanus population who started using pebble tools (a la 2001, actually - the hominid group that got "monolithed" was a TL 0 population of 1 or 2 -granted only for a few generations, especially if the non-monoloith ized hominids were able to learn from their altered relatives (in a way that didn't preclude change -such as getting clubbed to death...).

That would be a sidebar issue, obviously, and how good an explaination it is would depend on the actual number of pop 1-3 tl 0 natives - which I'm working on checking....
 
pasuuli said:
tjoneslo said:
Rikki Tikki Traveller said:
Personally, I think 1 alien race per Sector is too low for Traveller.

The Spinward Marches have what 3-5 native races? That would be about 1 per 4 sub-sectors or about 1 per 100 habitable planets (atm 4-9).

That was my typo, should be three to four per sector.

Spinward marches, if you read GT:Behind The Claw has eight (Ebokin, Llellewyloly, Mewey, Obeyery, Shriekers, Tashaki, Tethmarim, Ursty) plus the human races of Darrians, Irklan, Nexxies and the Dryone/Chirpers.

Do Sword Worlders qualify?
Larianz of Byret
Crawni of Craw
And the probably-extinct colony on Yorbund.
Plus the ones we don't know about.
Not really. Swordworlders are solomani settlers as much as the vilani or the imperials.

Note that the Yoribund natives are not from a habitable world: Yoribund was C, IIRC. (there is at least one other of their failed colonies in the outrim void) More on this later.



Of all the native ones in the above lists, any of them do any travelling? What's the likelihood that, among the native ones, any of them/more than one of them will be in a Cantina on a starport on a world?

Some may have had sublight spheres of colozation (Daryens, for sure), but post contact with a "major" race, all further travel is Jump drive, and often only as passengers if TL was below about 7 (Llellewyloly, Shriekers, for sure)
 
EDG said:
Well my EDG quadrant generated four pop B/C worlds (which are supposed to be either alien homeworlds or very old, established "Core worlds") for a quadrant - that worked out to about one per subsector. The only real problem with that is that it assumes then that ALL homeworlds need to have pop B/C, which isn't necessarily the case.

In CT, MGT and EDG there's about 25% of the worlds that are Garden worlds, so those are the ones that are potentially alien homeworlds. At the very least those worlds automatically have life on them in order to produce their oxygen-containing atmospheres. I'd say that intelligent life should realistically be very rare - Earth's been around for 4.6 billion years and as far as we know humans are the only time that technologically-capable sentient life has appeared here, and we've only been around as such for about 10,000 years.

But this is Traveller, so let's just say that you have to roll 2d6 for each Garden world and on a result of 12 they have evolved intelligent life of some form on them (a roll of 11- means that they have their own thriving ecosystems, but nothing smart enough to be considered an "alien race"). So that's 2.8% of 25%... so 0.7% of all worlds should have native intelligent life if that's the case. About one in a hundred Garden worlds would be homeworlds in that case (so any population roll would be assumed to be mostly the indigenous population, not that of visitors).

Quick and dirty, I like, but ignores the other atmospheres, harder ecology combinations, and doesn't give any picture of evolutionary complexity for the plant (as much of my goal goal as in identifying natives, really) . Worth considering, tho.
 
So, 11 races evolved locally excluding human variants.
16 sectors= .68 races per subsector.

Suggests that the "likely probability band" is pretty close to .3 -1.0 per subsector.

Pretty close to 10 native races per a sector.

So, I'm going to shoot for aand be happy with a final expected races per subsector in that range.

Still thinking about what to do about the variant humans.
Irklan are actually an ethnic group derived from Imperial/vilanii, and not native; nexxies are recently geneered from Imperial/vilanii , and represent an annoying special case. I'm going to semi-ignore them for now...
I believe there were canonically about 40 known variant human races known, extinct or not. There about 30 -40 sectors in which they could reasonably be known about:(roughly covering: Imperium,Consulate,Julian,solomani & all mixed human client states areas).

So, looks like ABOUT 1/sector.
Nice ! 10-11 races per subsector 10% are variant human.

Hmmmm. Convenient, that ...almost makes one think that.... the OTU is a fictional construct with fairly simple basic parameters....naaaaaah. Thats crazy talk.
 
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