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Extended System Generation

Mithras

SOC-14 1K
For the first time ever I have an urge to start creating extended systems. I've heard that Book 6 is flawed. Are there fixes anywhere? Barring that, are there any online versions of Book 6's extended system rules-set revised for the new discoveries?
 
Use Bk6, replacing with my tables as appropriate, and it should serve your purposes.

Note that modern science basically has shown that the advice on placement is pretty much bupkis... there are GG's in orbits as tight as mercury's... lots of them.
 
Note that modern science basically has shown that the advice on placement is pretty much bupkis... there are GG's in orbits as tight as mercury's... lots of them.

Yep, at this point mights as well do it totally random. One system I read about had several planets, all with circular orbits when they were close enough to theoretically effect each other. They couldn't figure it out. Maybe, their measurements were off as to distances.
 
Yep, at this point mights as well do it totally random. One system I read about had several planets, all with circular orbits when they were close enough to theoretically effect each other. They couldn't figure it out. Maybe, their measurements were off as to distances.

My method, doing system from scratch:
Take a deck of cards. Black cards for outer orbits. Red cards for inner. Joker or trademark for ecosphere.

Empty Orbits: Shuffle, and draw 1 for each EO. If not ecosphere, discard, and call that the empty orbit. If one is the Ecosphere orbit, shuffle it back in after drawing the rest, then redraw, and no matter what, the redraw is discarded.
GG: shuffle, draw 1 card for each GG. If any are inner zone, return them to the pack, and redraw for them, one time only. Note the GG orbits, and discard those cards.
Planetoids: Shuffle, draw 1 card for each PB. If any are outer zone, shuffle them back, and redraw (one time only). Note the PB orbits.
Then: Fill all remaining orbits with "normal" worlds.
Then: pick mainworld (largest world pop).

This encourages "classic" Cold/Hot zone distinctions (rocks in the inner, GG's in the outer), but allows for violations....
 
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My method, doing system from scratch:
Take a deck of cards. Black cards for outer orbits. Red cards for inner. Joker or trademark for ecosphere.

Empty Orbits: Shuffle, and draw 1 for each EO. If not ecosphere, discard, and call that the empty orbit. If one is the Ecosphere orbit, shuffle it back in after drawing the rest, then redraw, and no matter what, the redraw is discarded.
GG: shuffle, draw 1 card for each GG. If any are inner zone, return them to the pack, and redraw for them, one time only. Note the GG orbits, and discard those cards.
Planetoids: Shuffle, draw 1 card for each PB. If any are outer zone, shuffle them back, and redraw (one time only). Note the PB orbits.
Then: Fill all remaining orbits with "normal" worlds.
Then: pick mainworld (largest world pop).

This encourages "classic" Cold/Hot zone distinctions (rocks in the inner, GG's in the outer), but allows for violations....

Nice & simple.
 
I use a mixture of GT:First In and World Builders' Handbook with the small twist of my own that I consider worlds with breathable atmosphere to indicate a much, much lesser chance of the star being a Class M than the official tables give (Basically I change the star class to a F, G, or K unless I feel like having a tidelocked world).


Hans
 
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Nice generation system, Aramis. Similar to what I've been writing up - I'm using any bits I like from any Traveller system, then adjusting to fit MTU.
Couple of questions: what is size P? And under 'Wil's Format for UWP', you say "Each facility type gets it's letter", but you don't define facilities?
 
I have been in the process of reviewing and recreating my System and World generation scheme for a while now. Rust over at SFRPG.org.uk recently turned me on to GURPS Space, 4th Ed. and it has really helped me a lot.
 
Thanks for the replies, Aramis, that's really helpful, I may consider buying GURPS Space 4th edition, alot of people recommend it ....
 
D'oh! Regarding my earlier questions, facilites are bases - guess I was thrown off by the format FFFFFF. Sorry for appearing stoopid.
Still haven't figured out what size P is, tho.
 
Nice generation system, Aramis. Similar to what I've been writing up - I'm using any bits I like from any Traveller system, then adjusting to fit MTU.
Couple of questions: what is size P? And under 'Wil's Format for UWP', you say "Each facility type gets it's letter", but you don't define facilities?

P Planetoid Belt; replaces 0, which MGT redefines as simply a single rock under 500 miles.

The facilities are not defined because the document isn't standalone. You'll find them in the EC Player's Guide. N=Navy, S=Scout, L=Space Patrol, P=Pirate, H=Hostlery in the extrality zone
 
I have been in the process of reviewing and recreating my System and World generation scheme for a while now. Rust over at SFRPG.org.uk recently turned me on to GURPS Space, 4th Ed. and it has really helped me a lot.

If you're interested in the star system generation sequence from GURPS Space 4th ed., you might like to take a look at my Excel-based generator, GURPS Handbook of the Planets. This takes the sting out of a star system generator that can involve you in calculating the tidal effects on and of a couple of dozen moons and planets per system. With the aid of a data table, I can generate and record ten thousand systems in twenty minutes: about 1/7 of a second to generate each system. (YMMV, and probably will: not all computers were created equal. Still, it has got to be better than doing it all by hand.)
 
OMG Agegmos, that's brilliant ! I now have GURPS Space, but its a helluva trial to create one system, worth it if your going for a 1-3 system universe, but for a couple of subsectors ... hard to pull off.

And luckily I've just installed Excel.

Well done, and thank you!

In the interim I've been using Aramis' system for hand-rolling a few systems, and its worked out well. Recommended.


If you're interested in the star system generation sequence from GURPS Space 4th ed., you might like to take a look at my Excel-based generator, GURPS Handbook of the Planets. This takes the sting out of a star system generator that can involve you in calculating the tidal effects on and of a couple of dozen moons and planets per system. With the aid of a data table, I can generate and record ten thousand systems in twenty minutes: about 1/7 of a second to generate each system. (YMMV, and probably will: not all computers were created equal. Still, it has got to be better than doing it all by hand.)
 
Just tried it out using the data for alpha centauri AB binary .... very impressive

is it only supposed to calculate everything for the prime star ? nothing for the secondary or orbiting them both jointly ?
 
Just tried it out using the data for alpha centauri AB binary .... very impressive

As a demonstration of capability, when I announced this release on the Steve Jackson Games forums I generated Alpha Centauri ABC ten thousand times and posted statistics and a list of the most interesting outcomes.

I got at least one habitable world (by GURPS Space's slightly optimistic estimation) orbiting Alpha Centauri A in 25.5% of instances, at least one orbiting Alpha Centauri B in 21.1% of instances, and at least one orbiting each in 5.4% of systems. Even got a habitable planet orbiting Proxima in 1% of systems, but you have to take that with a grain of salt because of the flares.

is it only supposed to calculate everything for the prime star ? nothing for the secondary or orbiting them both jointly ?

The system may produce objects orbiting both stars jointly, as planets of the primary with orbital distances greater than (three times) the apapsis distance of the primary and secondary. It doesn't do this especially well: there are no rules for the effects of combined luminosity on temperature.

To get a system around the secondary you have to generate it separately and ignore anything that turns up further away than the distance to the primary.

That's the way it's meant to be, yes: except for the tide stuff, and easter eggs such as surface illuminance and the apparent sizes of the sun and moons, it is as close as I could manage to the world building and star system generation sequences in GURPS Space 4th edition.
 
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