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100 Sophonts (Revised) - Sophont Generation Chapter

Back in Beta, I did an experiment with that early version of the Sophont maker. I made 100 Sophonts and analyzed the data for interesting trends. (You can find that thread here, though the info is outdated.) Now that T5 has been released, and some changes were made to the process (mostly involving the sophont Size figure and some other tweaks to tables) I thought I would do it again. Using an Excel spreadsheet, I made my own version of the Sophont fillform which puts both sides of the Card on one page, displayed for a screen. Thus automated, I created 100 new sophonts and crunched some data. Here are the results based on what I thought was interesting or remarkable.

The Sophont Fillforms I used as data for this post can be found by following this link. (PDF File)

Disclosure: I discovered too late a typo in my spreadsheet that would occasionally list C5 as "CHA" when it should have been "TRA". All instances of "CHA" in C5 should be treated as "TRA".

Also, the rules are not explicit when it comes to determining where the line between the various size categories are. I decided to split the difference between each category to the next one up and down. Thus, Small is Size 54 or lower, Standard is 55-108, Oversized is 109-216, and Titan is greater than 216.

I would also like to state my viewpoint as I look at this data. It's true, that a Referee can simply chose whatever results she wants, and that a random roll can produce unusual combinations. However, my feeling is that if this is the T5 Sophont Generator, the sophonts it generates should be representative of the kinds of sophonts one should expect to encounter in the game, all else being equal. In other words, this list of 100 sophonts should, IMO, be typical of T5s intelligent alien life forms, with some outliers expected from random generation. Thus, this data doesn't necessarily represent errata, as it's not necessarily "in error." The real question we should focus on is "does this system adequately represent Traveller 5 and the stories it tells?"

Possible Problems
I say possible because perhaps the system is working as intended, but when I saw the data it raised questions in my mind. There are a couple:

Limbs! Limbs Everywhere!
Average # Limbs: 9.62
Median # Limbs: 9
Most Common # Limbs on a Sophont: 6
# of Sophonts with 4 Limbs (like humans): 8

T5's sophonts have a LOT of limbs, at least when compared to humans. Note the above data counts the number of limbs per group. This number also counts "multi-limb groups" as a single limb, so that adds a whole bunch more little legs to those sophonts. It is, IMO, too much, especially considering that every time you meet a new race, they're almost certain to have legs all over. Or 5 wings, 7 flippers, and 4 legs. (Sophont #45 in the list.)

Where do all the legs come from? I believe its twofold. One, there is a bias in the Body Structure chart that favors 4 sets of limb groups, two front and two back. Two, Both Radial and Asymmetrical forms permit up to 6 limbs per group, though average out to 3.5.

Characteristic Variety - "Everybody Loves Training"
Sophonts with Caste: 31
Sophonts with Vigor: 40
Sophonts with Training: 43
Sophonts with Education: 21
Sophonts with SDEIES (like humans): 0

Just a few samples of different Characteristics above. While the addition of alternate C2, C3, C5, and C6 stats is interesting and logical, in this set of sophonts not a single one generated with the same characteristics as humans (SDEIES). Leaving aside the problem of trying to remember which skills/knowledges use which characteristic, what we see in these figures is that aliens are not like humans. While this might be intended, and even wished-for, this Characteristic Variety and the Limb Problem together make me wonder:

Historically, Traveller's aliens have been very human-like. Look at the major races: Vargr, Aslan, and Droyne are all humanoid. The K'Kree and Hivers are the most 'alien', and they only have 6 limbs. The Traveller universe has always been very human-centric, human-oriented. With such radically different bodies and statistics, is this what T5 intends?

Other Facts of Interest

Size
Average Size: 212*
Median Size: 72
Most Common Size: 60
Sophonts with added Bulk: 29
Average Size (Minus Bulk-added Sophonts): 63
# Small Sophonts: 26
# Standard Sophonts: 39
# Oversize Sophonts: 9
# Titan Sophonts: 26
* Includes some rather large outliers.
I think the large number of Titans is a function of Bulk, which adds to Sophonts with very high STR. The biggest size was 1836 (about 20x human size).

Gender
Average # Genders: 2.45
Median # Genders: 2
Solitaires: 23
Duals: 31
FMNs: 20
EABs: 15
Group Genders: 11

Manipulators
Hands: 30
Graspers: 16
Grippers: 19
Paws: 5
Tentacles: 20
Sockets: 10

Lifespan
Average Lifespan: 83.24
Median Lifespan: 86

Senses
Sophonts with Awareness: 42
Sophonts with Perception: 30
Sophonts with Both: 12
Blind Sophonts: 21
Deaf Sophonts: 33

Your comments and feedback are welcome.
 
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Excel did all the calculations. I just hit F9 and a whole new sophont pops up. But yeah, building that spreadsheet to do that was time-consuming. :) I'm self-taught with Excel, too. There's probably far more elegant ways to accomplish what I did, but this seems to work.

I have one for System Generation too, but I haven't updated it to the new rules. That's next on my list.
 
Jumping into the spreadsheet crazy hole, I got this for probability of particular characteristic types:

C2: Agi: 28%, Dex: 45%, Gra: 28%
C3: Sta: 28%, End: 45%, Vig: 28%
C5: Ins: 28%, Edu: 45%, Tra: 28%
C6: Cas: 17%, Soc: 56%, Cha: 28%

Grind out all the permutations and the probability of SDEIES is 5.1%. And other permutations drop significantly from there.
 
Great timing

My spreadsheet for generating sophonts should be out this weekend. Marc has been having a play and wants it public. It uses rules as written, has a list of the issues I found (in the errata thread already) and how I resolved them. If there were house rules I thought should be applied they are options that can be selected to turn them on and off. Marc is considering the issues and I will keep it up to date as errata appears.

No macros used so it should be cross compatible with non-excel programs.

Once I get home tonight plan is to give it a last look over for rules compliance, then publish it for you all to pour over and generate sophonts to your heart's content.

Gut feeling when I was testing it would be about 5% humanoid looking sophonts being generated. And a lot of multilimbed ones too.
 
Re the multiple legs issue I think a little tweaking of the Body Structure table on page 555 would fix the issue.

There are too many WL/LL/AL/FF entries in the Front columns and they are in the high probability Flux results.

I think some of the WA/AN/AF entries need to be pushed from the fringes of the Flux ranges to the centre and the WL/LL/AL/FF entries move from the centre to the fringes.

Multiple limbs should still be possible but not as common as currently being generated.

I will tinker a bit once I have had some sleep.

Senses
From your stats I think there are too may blind or deaf results - one or the other are most Terran animals primary senses - no matter the environment they live in. This may be Terran bias creeping in though:file_21:
Check your formula though - the senses rolls are straight Flux and your Blind/Deaf results are not matching the Flux probabilities - but it could be a too small sample size/luck being against them.
 
Oh, cool. Sorry, fridge, didn't mean to steal your thunder. I didn't know you were working on this.

I agree on the whole legs thing and the way the table is written. I did double-check my Sight/Hearing tables and formulae and they check out. So I'm guessing it's just a statistical anomaly.
 
Jumping into the spreadsheet crazy hole, I got this for probability of particular characteristic types:

C2: Agi: 28%, Dex: 45%, Gra: 28%
C3: Sta: 28%, End: 45%, Vig: 28%
C5: Ins: 28%, Edu: 45%, Tra: 28%
C6: Cas: 17%, Soc: 56%, Cha: 28%

Grind out all the permutations and the probability of SDEIES is 5.1%. And other permutations drop significantly from there.

You have to further account for Locomotive type in these percentages. Flyers are far more likely to have Agi, Sta, Ins. Swimmers and Divers are far more likely to have Gra, Vig, Tra. While "Walker" is the most common locomotive type possible, these do skew the percentages overall, a little.

Just for kicks, here's the breakdown (because I'm already a crazy person). The most common at 5% was SGVITC (STR, GRA, VIG, INT, TRA, CHA... all 4 are non-human) but honestly, considering the size of the sample and the vast number of possible combinations, I wouldn't read anything much into it. Except, of course, that chances are excellent that a given T5 Sophont is going to have different Characteristics than humans.

Crazy Data Below
SAEIEK: 0
SAEIEC: 0
SAEIES: 1
SAEIIK: 2
SAEIIC: 3
SAEIIS: 2
SAEITK: 2
SAEITC: 2
SAEITS: 0

SASIEK: 0
SASIEC: 1
SASIES: 1
SASIIK: 1
SASIIC: 2
SASIIC: 2
SASIIS: 0
SASITK: 1
SASITC: 3
SASITS: 2

SAVIEK: 0
SAVIEC: 0
SAVIES: 1
SAVIIK: 2
SAVIIC: 1
SAVIIS: 2
SAVITK: 1
SAVITC: 0
SAVITS: 4

SDEIEK: 0
SDEIEC: 0
SDEIES: 0
SDEIIK: 1
SDEIIC: 0
SDEIIS: 2
SDEITK: 1
SDEITC: 1
SDEITS: 0

SDSIEK: 1
SDSIEC: 2
SDSIES: 2
SDSIIK: 0
SDSIIC: 1
SDSIIS: 1
SDSITK: 1
SDSITC: 1
SDSITS: 1

SDVIEK: 1
SDVIEC: 1
SDVIES: 0
SDVIIK: 2
SDVIIC: 2
SDVIIT: 0
SDVITK: 1
SDVITC: 1
SDVITS: 1

SGEIEK: 2
SGEIEC: 0
SGEIES: 1
SGEIIK: 2
SGEIIC: 2
SGEIIS: 0
SGEITK: 1
SGEITC: 0
SGEITS: 3

SGSIEK: 2
SGSIEC: 1
SGSIES: 1
SGSIIK: 2
SGSIIC: 0
SGSIIS: 1
SGSITK: 2
SGSITC: 2
SGSITS: 2

SGVIEK: 0
SGVIEC: 2
SGVIES: 1
SGVIIK: 1
SGVIIC: 2
SGVIIS: 0
SGVITK: 2
SGVITC: 5
SGVITS: 3
 
You have to further account for Locomotive type in these percentages. Flyers are far more likely to have Agi, Sta, Ins. Swimmers and Divers are far more likely to have Gra, Vig, Tra. While "Walker" is the most common locomotive type possible, these do skew the percentages overall, a little.
Good point. I just grabbed the first easiest table I could do math on.
And I don't see Locomotion modfiers for Characteristic flux rolls?

Just for kicks, here's the breakdown (because I'm already a crazy person). The most common at 5% was SGVITC (STR, GRA, VIG, INT, TRA, CHA... all 4 are non-human) but honestly, considering the size of the sample and the vast number of possible combinations, I wouldn't read anything much into it. Except, of course, that chances are excellent that a given T5 Sophont is going to have different Characteristics than humans.
You could. if you wanted to, just do the math instead of creating a random population sample. I'm just sayin'.
 
Good point. I just grabbed the first easiest table I could do math on.
And I don't see Locomotion modfiers for Characteristic flux rolls?


You could. if you wanted to, just do the math instead of creating a random population sample. I'm just sayin'.

Physical stat values are influenced by the native terrain of the sophont, but not the characteristics themselves. (Desert origin are more likely to get 1D in C3, for example, but are just as likely as anyone else to get END, STA, or VIG.)

And I could just do the math. :) But its a bit like a theoretical experiment vs practical. At least in my mind. Plus, I have a random sophont generator program when it's over!
 
There's probably far more elegant ways to accomplish what I did, but this seems to work.

I have one for System Generation too, but I haven't updated it to the new rules. That's next on my list.

I'm just finishing mine for extended system generation, including non-Mainworlds, and I've long since stopped looking for elegant solutions in favour of brute force, but transparent, ones. I assume at some point I'll go back and play cleanup, but as long as it works...
 
Oh, cool. Sorry, fridge, didn't mean to steal your thunder. I didn't know you were working on this.

I agree on the whole legs thing and the way the table is written. I did double-check my Sight/Hearing tables and formulae and they check out. So I'm guessing it's just a statistical anomaly.

No thunder stolen, just happy to share.

I have uploaded a new version of my spreadsheet on the other thread - added an alternative Body Structure table as an option you can turn on and off. Focussed on ensuring sophonts got limbs up front for manipulators most of the time, and more chance of rear limbs being in small numbers. shuffled the values in the table so the multiple limbs moved to the Flux extremities, so they are still possible just less likely.

First text case I got was a human shaped 3m tree-lizard herbivore - looked good should have saved it.

Fridge
 
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