with an eye on trying to get folks for a Traveller campaign.
Tell me more ...
I started with the spinward marches, assuming all the systems on the map are roughly one slice in the z-axis, and randomized their locations between -0.5 and 0.5 z. I then generated systems in the rest of the systems 5pc above and below that slice... with the generator tweaked to drop in far fewer of everything, and zero things like black holes.
This is where you start needing to make decisions about WHY things worked out the way that they did in CT (and thus "set the patterns" for the rest of Traveller.
The reason why CT subsectors are 8 parsecs wide and 10 parsecs tall is because of the LBB print layout formatting. It allowed subsectors to take up an entire page with minimal wasted/white space around the hex map of a subsector. Here's what the Regina subsector map looked like in LBB A1 The Kinunir (complete with misprints).
To be honest, if you're
starting over in (true) 3D in a computer rather than working in pure 2D (with a limited page layout area) on paper ... it really makes "too much sense" to simply REDEFINE what a subsector of 3D space actually
IS ... along with the consequent definitions for a sector and what qualifies as being J1=1 parsec.
The first thing that I would do is REDEFINE the range of J1 to being 3.33 Solomani light-years.
- Terra in the Sol system orbits at 1 AU from the star, with the orbital parameters then defining what a "year" is and thus the distance that light can travel in 1 year. It also defines what a (1 AU) parsec length is (3.26156 light years) using a measurement scheme of 360º that is subdivided into 60 minutes per degree and 60 seconds per minute (for a total of 1,296,000 arc seconds per circumference of a circle).
- Vland in the Urakkalan star system orbits at 1.6 AU from the star, so the duration of the year is different and the distance to generate 1 arc second of parallax motion is completely different (assuming the Vilani even do their coordinate math system along similar principles).
- Zhdant in the Pliebr system orbits at 0.769 AU from the star ... which again results in different baseline assumptions for "what a year is" and the distance needed to create 1 arcsecond of parallax to an onworld observer (assuming similar baseline geometry nomenclature assumptions).
In other words, use of the 3.26 Solomani light years per parsec as the J1 "standard" range is something of a convenience for a Solomani audience.
Adjusting J1 to be 3.33 Solomani light years (a +2.147239% increase) is "modest enough" to make things simple(r) when scaling later on.
An even simpler way of calculating would be to define J3 as being 10 Solomani light years.
- Jump number distances round off like so:
- 3.33 light years
- 6.67 light years
- 10 light years
- 13.33 light years
- 16.67 light years
- 20 light years
- 23.33 light years
- 26.67 light years
- 30 light years
Subsectors in CT are 3.26*8=26.08 light years in width (spinward/trailing)
Subsectors in CT are 3.26*10=32.6 light years in length (coreward/rimward)
Redefine 3D subsectors into being "cube blocks" of space that are 30 light years on each side (including galactic north/south for the third dimension) and you've got something which is easily scalable.
Redefine sectors into being 5x5x5 arrays of subsector cube blocks and 1 sector encompasses 150 light years of distance in all 3 dimensions and is shaped like a cube block.
Remember, once you're working in a computer defined 3D space, you're no longer limited to the page layout format of a LBB printed on 2D paper.
My sector is 32pc spinward-trailing, 40pc coreward-rimward, and 10pc 'thick', and now has 53,402 systems.
Something that you're going to find REALLY QUICKLY when working in 3D (instead of 2D) is that there's going to (need to!) be a LOT MORE "undeveloped" territory available. With so much "real estate" available, it's going to be difficult to populate ALL of the star systems that can be charted.
What this means is that what
ought to be happening is an even greater reinforcement of the
Archipelago Effect. There are going to be FEW high population/high tech worlds that are "surrounded" by lots of "big empty" spaces devoid of (interstellar species) habitation. Sort of an urban vs rural divide ... except on an interstellar scale.
Also, when you've got SO MANY STAR SYSTEMS available to you to generate planetary systems for, you can start doing things like "rolling at disadvantage" for UWP code stats so as to have "fewer Important™ Worlds" within any given region of space. This then consequently means that there are going to be a vast preponderance of places that wind up being "jump over territory" with nothing there aside from a wilderness refueling opportunity.
Note that such a mapping arrangement will mean that "civilization exists" in some key locations ... but the vast majority of "places to go to" are functionally Untamed Wilderness positioned in between the "fortified outposts" inhabited by interstellar species in large numbers. It means that there are VAST SWATHS of "unclaimed territory" (because there's nothing that's been found there yet for people to survive and thrive on yet) which means that the
Frontier is EVERYWHERE, rather than being some place that's across a polity border somewhere.
In other words, you could have a starship with a "trusty crew" on a 5 year mission to seek out new life and new civilizations ... and you'd
barely scratch the surface of all the place there are to explore and wonders to discover.
Besides, if "well populated worlds" are few and far between ... starships sort of turn into a
Wagon Train To The Stars, needing to cross VAST regions to move between outposts of civilization ... rather than being some sort of "door to door delivery van" operating within a small neighborhood. There's also a LOT MORE PLACES for rebels/pirates/hidden bases of operation(s) outside of "local patrols" ... so you get more of a "frontier mentality" when leaving the well defended (and well populated) star systems.