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Best Detailed World/System Rules

Your favorite ruleset for detailed world/system creation beyond mainworld UWP?

  • CT Expanding Universe - Andy Slack - White Dwarf #15

    Votes: 4 3.3%
  • CT Book 6 Scouts - GDW

    Votes: 31 25.2%
  • MT World Builder's Handbook - DGP

    Votes: 54 43.9%
  • TNE ???

    Votes: 5 4.1%
  • MgT ???

    Votes: 8 6.5%
  • GURPS Space - SJG

    Votes: 17 13.8%
  • GURPS Traveller: First In - SJG

    Votes: 21 17.1%
  • Other?

    Votes: 21 17.1%
  • T5 ???

    Votes: 11 8.9%

  • Total voters
    123
To replace Titius-Bode, I'm thinking of using a log scale to determine approx orbit. Actual orbit can be up to 25% plus/minus.
|orbit|AU|Sol system equivalent

The math shows that it would be just as wrong as the titus bode "law" for the derived orbits of the 4+ world systems already discovered, and for the jovian and saturnian systems of moons.

Titus-bode is essentially a base 2 log with an offset.

Problem is, no pattern to orbital systems has evolved that stands up to the observed measures of the last 7-8 years. And, as yet, we don't have complete enough data to generate a new relationship, but do have enough to render titus-bode bogus and other log scales dubious.

If you're going to go with a fixed scale, Titus Bode is as good as any, because at least you get the Sol System correct to ±0.1 AU through Neptune, provided you ignore anything under 500 mi diameter... and a few larger ones with moons of their own, Like Pluto, Eris, Sedna and Haumea.
 
Yeah, I just use AUs and random (computer, not dice) placement since first researching this as a teen. Without taking into account the initial and temporal evolution of a system, complex multi-body and multi-system analysis, much less with only our system as a model, it made no sense to me to do otherwise. I resorted to sequence numbers as 'orbit numbers' (orbit 1, 2, 3 etc.) around primaries for ingame purposes. A simple AU is usually only just an average distance anyway - more 'useful' are the parameters for actually figuring an orbit and position at a given time in relation to other bodies. (Well beyond normal pen and paper games.)

On a human timescale, even clearing out planetoids belts would take so long, they could exist in what would otherwise be considered unusual orbits given gravitational permutations and locations of other bodies. (More interesting though.)

In reality I've long expected that while we may very well find some number of patterns - such as from resonances - but, no one simple model will ever emerge.
 
I use LBB6 for basic generation...

Advantage: It's the best I have.
Disadvantage: Too many Pop9 TL2 Asteroids. Especially when automation makes tweaking difficult...

You must be rolling up a lot of worlds - minimum TL for a Pop9 belt would be 6 (roll 1 then +2 for size=0, +1 for amos=0, +2 for pop=9) unless you roll 12 for starport=X (-4). But the chances of a X0009zz-2 are 1 in 36x36x12 = not much (admittedly ignoring gov code effect).

An X0009DD-0 would be... interesting. I would probably tweak to X0009D9-5. Could be a set of asteroid habitats with presiding semi-intelligent life support systems which are worshipped by the population as a pantheon of gods. The priesthood get around between habitats, when they need to, with rocketships of Chesley Bonestell / Wernher von Braun type.

Anyway, I voted GURPS Space, although it's a close call vs. First In.

Although much like an earlier poster who no longer shoots for realism, I do feel part of the reason for more detailed world gen systems is to make the X0009D9-5s not just phenomenally unlikely, but impossible, and where is the fun in that?
 
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T5.09 is mostly, IMHO, a redo of CT Book 6, without the supporting math and details on stars. It also uses the Titus-Bode orbit relationships. on the good side (for me) it extends some of the UWP codes, ties in a bit more directly to sophont and beastmaker, and creates some more info not previously in CT.
 
I'm using R-something Worldgen, what I like about it is the start with star type and how long this part of space is settled and goes from there. Definitely renders a different feel for 1000s of years empire space vs. frontier.
I can use the Near Space type star lists and feed in the star type and get understandable results, even if they prove not to be consistent with what we eventually find the pattern of planetary development to be.
The other part I really like is the native level of life development valuation, really fits in with a subplot of MTU, what is the moral use of terraforming if you are wiping out entire biospheres in the process, even if it is 'useless' methane microbes.

https://wiki.rpg.net/index.php/RTT_Worldgen

I wouldn't be surprised if elements of this is already in some of the other products mentioned, I have not surveyed all of them to know.
 
I coded up various generation system including Book 6, GURPS Space, and GURPS Traveller. The problem I found is that is when you include temperature calculation then the number of earth-like and marginally inhabitable world go way down. Like there would be a handful at best per sector.

https://batintheattic.blogspot.com/2009/04/traveller-stuff-that-i-havent-completed.html

Screenshots
http://www.ibiblio.org/mscorbit/beta/Traveller_Editors.jpg

The Galactic for Window EXE
http://www.batintheattic.com/downloads/Galactic.exe
 
I voted for 'Other' because I use a kitbash method that draws on Scouts, Grand Survey, 2300AD, and World Tamers' Handbook.
 
I coded up various generation system including Book 6, GURPS Space, and GURPS Traveller. The problem I found is that is when you include temperature calculation then the number of earth-like and marginally inhabitable world go way down. Like there would be a handful at best per sector.

https://batintheattic.blogspot.com/2009/04/traveller-stuff-that-i-havent-completed.html

Screenshots
http://www.ibiblio.org/mscorbit/beta/Traveller_Editors.jpg

The Galactic for Window EXE
http://www.batintheattic.com/downloads/Galactic.exe


Which, depends on your POV and milieu, could be a negative if you want Star Trek planet of the week, could be a positive for both 'we're not in Kansas/hard space' and justifying terraforming.
 
One of the difficulties with T5 (at least as it exists in 5.10) is that it has a tendency to produce systems of moons around gas giants that would be lost. The built in T5 sample of Lusor-Assiniboia-Regina is one of those systems, in fact:




I like T5 in general, but it would be better with a few adjustments applied.
 
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