While I'm not using WHB for this (I'm developing my own simplified rules based on RTT world generation), I am currently trying to develop rules for randomly generating major races (counting Aslan as a major race) that would be able to generate charted space.
What I've got so far is that major races occur about 1/30 sectors. In turn this means intelligent sophonts fail (and completely die, embracing the 'great filter' theory) about 34/36 times (and the majority fail around TL 5, implying early nuclear tech is a common 'great filter'), resulting in many worlds leaving failed civilizations on them (yay exploration of ruins!).
I'm quite happy with everything up to TL10 (assuming no jump technology is found).
Jump technology is a bit trickier (TL9+).
The specific problem I'm trying to grapple with is population distribution.
I've currently got that population of a TL9 major race is around 30 billion (2d6 x4 billion), and roughly triples every new TL, resulting in around 20 trillion at TL15, with a reasonably high amount of variance. This allows for the charted space species to fit into this model, and so I like the population model for each TL. It's straightforward enough to be usable.
So what about population distribution is causing issues? Well, to put it simply, each planet of X+2 results in 100 less worlds of population X.
This makes any variance of higher population worlds result in absolutely massive variance in lower population worlds. For instance, the third imperium has ~11,000 worlds. But if it had 1 less Pop A world, and replaced it with pop 6 worlds, that would mean an extra 10,000 worlds in the 3I, doubling it's world total. (Imagine if it was Pop B to pop 4 instead.. *shudders*)
So I'm trying to come up with a system to generate worlds that's straightforward, that somehow corresponds to total population, but still leaves total number of worlds in a reasonable ballpark
It would be fine if I generated worlds, and just used their total population as the total population of the species, but I still want the end result to fit in an approximate range.
Any thoughts or advice?
Please note: I love world building of this nature. The whole purpose is to randomly generate sophonts and their area of influence. That may not be everyone's cup of tea, but it's certainly mine.
What I've got so far is that major races occur about 1/30 sectors. In turn this means intelligent sophonts fail (and completely die, embracing the 'great filter' theory) about 34/36 times (and the majority fail around TL 5, implying early nuclear tech is a common 'great filter'), resulting in many worlds leaving failed civilizations on them (yay exploration of ruins!).
I'm quite happy with everything up to TL10 (assuming no jump technology is found).
Jump technology is a bit trickier (TL9+).
The specific problem I'm trying to grapple with is population distribution.
I've currently got that population of a TL9 major race is around 30 billion (2d6 x4 billion), and roughly triples every new TL, resulting in around 20 trillion at TL15, with a reasonably high amount of variance. This allows for the charted space species to fit into this model, and so I like the population model for each TL. It's straightforward enough to be usable.
So what about population distribution is causing issues? Well, to put it simply, each planet of X+2 results in 100 less worlds of population X.
This makes any variance of higher population worlds result in absolutely massive variance in lower population worlds. For instance, the third imperium has ~11,000 worlds. But if it had 1 less Pop A world, and replaced it with pop 6 worlds, that would mean an extra 10,000 worlds in the 3I, doubling it's world total. (Imagine if it was Pop B to pop 4 instead.. *shudders*)
So I'm trying to come up with a system to generate worlds that's straightforward, that somehow corresponds to total population, but still leaves total number of worlds in a reasonable ballpark
It would be fine if I generated worlds, and just used their total population as the total population of the species, but I still want the end result to fit in an approximate range.
Any thoughts or advice?
Please note: I love world building of this nature. The whole purpose is to randomly generate sophonts and their area of influence. That may not be everyone's cup of tea, but it's certainly mine.