Originally posted by jappel:
 Thanks for the info gents.
BTW, my issues with CT worldbuilding is that you so often get results that are patently ridiculous.  (Pixie, population 90 sophonts, with high TL, a Class A starport and a naval base?  Worlds with a 2000 mile diameter with an earth-standard atmosphere?  Etc.)
I'm not saying we need to do Book 6, the WBH or First In, but I think it would be worthwhile to at least fix something that is so obviously broken.  You still want quirks and outliers, and we definitely want more habitable worlds than a strict adherence to current scientific thought would yield.  That's just asking too much of people's disbelief suspenders, IMHO.
- John 
		
		
	 
There is an alternate Basic World Generation sequence that was developed by Jim Vassilakos for Galactica 2.0 that produces much more realistic results. It does the physical stats first, using those generated to modify later ones, then follows up with Social and Technical stats based on the physical ones. Take a look, try it out!
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Variant Main World Generation System for Traveller
--------------------------------------------------
1. World Size. Roll 2d6-2.
2. Atmosphere. Roll 2d6-7+Size.
   if size=0 then atmos=0.
   confine range to 0-F.
3. Hydrographics. Roll 2d6-7+Size.
   if atmos is 1 or less then DM -4
   if size is 1 or less then hydro=0
   if atmosphere is A-C then DM -4
   if atmosphere is E then DM -2
   confine range to 0-A
4. Indigenous Life. Roll d12-1 twice, take lower of two rolls
   if atmos is 1 or less then life = 0
   if atmos is A-C then DM -6
   if hydro = 0 then DM -4
   if life is A-B then 50% chance of DM +2
   confine range 0-D
   if life is D then conduct eco-collapse:
      atmos=C
      hydro, DM -4
      confine hydro 0+
   Life Stat Explained
   -------------------
   0: Sterile: No indigenous life. Atmosphere is       
      not breathable without substantial
      co-engineering.
   1: Proto-cellular: Indigenous life consisted of
      amino acids and/or various primitive 
      replicators. These may have been wiped out 
      by transplanted organisms.
   2: Single-cellular: Transplants would have 
      taken over.
   3: Multi-cellular: Transplants would have taken
      over.
   4: Complex microscopic: Lots of colorful ooze. 
      Transplants would have taken over for the 
      most part, however, there might be some 
      indigenous bacteria still competing.
   5: Macroscopic: Mainly small indigenous 
      sea-life which would be competing along side
      whatever transplants are present.
   6: Primitive ecosystem: Oceans are teaming with
      indigenous organisms, but land-based life is
      just carving out its niche. Transplants may 
      have halted the advance of indigenous life, 
      assuming the two are bio-compatible.
   7: Teaming ecosystem: Water/Land/Air-based 
      herbivores and predators. Transplants would 
      have a hard time competing in such an 
      advanced ecosystem. Bio-compatibility would
      be an important issue.
   8: Proto-sentient: Tool-fabrication, mastery of
      fire.
   9: Sentient: Agriculture, language, symbology.
   A: Non-spacefaring: Planet may be a biological
      protectorate (ala the Prime Directive).
   B: Early Spacefaring: Indigenous race may have 
      been given technology or may even have been 
      genetically uplifted.
   C: Cataclysm: Result of either war, plague, or 
      minor environmental mismanagement. Survivors
      are in a state of slow recovery.
   D: Green Hell: Result of major environmental 
      mismanagement.  World is transformed into a 
      greenhouse.
5. Resource Level. Roll 2d6-7+Size
   confine range 0-F
   Resource Stat Explained
   -----------------------
   0: Barren
   1-4: Poor: Basic chemical diversity necessary 
           to support indigenous life. 
           Otherwise, no claim to fame.
   5-8: Moderate: Moderate resource base capable
           of being exploited for export.
   9-C: Rich: Rich resource base, one of which 
           could command subsector-wide influence.
   D+ : Extreme: Very rich resource base, one of 
           which could command sector-wide
           influence.
6. Population. Roll 2d6-2.
   if size is 2 or less then DM -1
   if atmosphere is 3 or less then DM -3
   if atmosphere is A then DM -2
   if atmosphere is B then DM -3
   if atmosphere is C then DM -4
   if atmosphere if greater than C then DM -2
   if atmosphere is 6 then DM +3
   if atmosphere is 5 or 8 then DM +1
   if hydro=0 and atmos>3 then DM -2
   if life is 0 then DM -2
   if life is 7+ then DM +2
   if res is 0 then DM -3
   if res is 1-4 then DM -1
   if res is 5-8 then DM +1
   if res is 9-C then DM +2
   if res is D+ then DM +3
   confine range to 0-A
6b. Population Multiplier. Roll d10-1.
   if pop is 0 then 5 in 6 chance that popmult = 0
7. Starport. Roll 2d6 (use whichever table suits 
   the locality but remember that high rolls 
   result in a lower quality starport).
   if pop=0 then starport=X
   if pop=1 then DM +2
   if pop=2 then DM +1
   if pop is 6-9 then DM -1
   if pop is A then DM -2
   confine range to A-X
8. Government. Roll 2d6-7+population.
   if pop=0 and popmult=0 then gov=0
   confine range to 0-F
9. Law Level. Roll 2d6-7+government.
   if gov=0 then law=0
   confine range to 0-20
10. Tech Level. Roll d6. Modify as per the 
    standard chart for starport, size, hydro, and 
    pop. Modify as per standard chart for 
    atmosphere except for D-E range.
    Modify as per law as follows:
     if is law B-D then DM -1
     if is law F+ then DM -2
    Modify as per government as follows:
     if gov = 1 or 5 then DM +1
     if gov = 13 or 14 then DM -2
     if gov = 6 or 15 then DM -1
    if pop=0 & popmult=0 then tech=0
    confine lower bound of range to 0
11. Technical Depopulation.
    if hydro is 0 or A and pop is at least 6,
       then tech must at least be 4.
    if atmos is 4, 7 or 9,
       then tech must at least be 5.
    if atmos is 3 or less or A-C,
       then tech must at least be 7.
    if atmos is D or F and hydro is A,
       then tech must at least be 7.
    if tech is less than minimum required tech 
    then:
       pop=0, popmult=0, gov=0, law=0, tech=0,
       starport=X
12. Trade Classifications
    As per MegaTraveller rules except as follows:
    Deleted: Rich, Poor, and Industrial,
    Nonindustrial, Non-agro
    Modified: Agricultural (may include hydro 9+)
              Fluid (no size restriction, atmos 
              A-C, hydro 1+)
13. Main Export Commodity.
    if res = 5+ & tech = 1+ & pop=5+ then try to 
    assign an export (try as many times as there 
    are resource points, choosing the best outcome
    based on tech level)
    if AG then export = d5
      otherwise then export = d29+4
    if no export is selected, then export=0
   Export Stat Explained
   ---------------------
   Roll                         Tech Etc
        0 None                   0    -
    01  1 Textiles               5    A
    02  2 Wood Products          4    A
    03  3 Livestock              1    A
    04  4 Agro-Consumables       4    A
    05  5 Pharmaceuticals        9    -
    06  6 Petrochemicals         6    L
    07  7 Biologicals            1    L
    08  A Antimatter             H    -
    09  B Bio-engineering        D    -
    10  C Computers              D    -
    11  D Industrial Crystals    5    -
    12  E Electronics            C    -
    13  F Farm Machinery         5    -
    14  G Gemstones              1    -
    15  H Heavy Metals           5    -
    16  I Industrial Machinery   5    -
    17  J Synthetic Fabric       8    -
    18  K Synthetic Foods        8    -
    19  L Industrial Chemicals   7    -
    20  M Rare Minerals          5    -
    21  N Weaponry/Armor         A    -
    22  O Radioactives           6    -
    23  P Polymers               9    -
    24  Q Cybernetics            C    -
    25  R Robots                 D    -
    26  S Starships              B    -
    27  T Tools                  5    -
    28  U Underwater Equipment   7    -
    29  V Vehicles/Gravitics     8    -
    30  W Banking/Insurance      D    -
    31  X Entertainment          D    -
    32  Y Art/Publishing/News    D    -
    33  Z Information/Research   D    -
   Tech=X: X is the minimum tech level
   Etc=A: World must be Agricultural
   Etc=L: Life must = 7+
14. Determine Bases, Gas Giants, Planetoid Belts, 
    and Travel Codes normally.</pre>[/QUOTE]