My variant of the OTU takes place in 1138, ten years into the Hard Times, in a universe where the Virus was never released. What I intend to do as far as astrography is concerned is to first apply Hard Time's changes to each star system's UWP to get the 1125 value (I already have subsectors A and B - Ultima and Suleiman - of the Solomani Rim with Hard Times modifications, I'll post them tomorrow); then modify some of them to reflect the passing of time between 1125 to 1138.
So here are my suggested modifications:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, the Doomed world dies, i.e. Population, Government, Law and TL becoming 0; any Starport above X is considered to be an abandoned facility.
2) All Failing worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, roll 1d; the Failing world dies on a roll of 1-4, or stabilizes on a roll of 5-6. "Stabilization" in this case means reduction of the Population and digit by 1 and no other recovery.
3) For all non-Failing, non-Doomed worlds, roll 2D; a modified roll of 4 or less means that the world declines (minus one Population and TL digits); a modified roll of 10 or more means that the world recovers (see below); a roll of 5-9 means that the world stabilizes (retaining its 1125 values). DMs: -2 if the world has suffered Biosphere Damage; -2 if Starport-X; +1 if breathable atmosphere; -1 for Vaccum or Corrosive atmosphere; -2 for Insidius atmosphere; +1 if Hydrographics 3+ (non-Fluid); -1 if Desert World (Hydrographics 0); +2 if POP 9+; +1 if POP 7-8; -2 if POP 5-; +1 if GOV 3, 4, 5, 8, or A; -2 if GOV 0; -1 if GOV 7; +1 if the world is a part of a "pocket-empire".
4) Recovery always means an increase of the world TL by 1; if the starport is C or less, it also increases in one level. If the starport is B, it increases to A on a roll of 5 or 6 on 1D; otherwise it remains at B.
5) All worlds with Government UWP 0 roll a new government (2D6+POP-7); a government UWP of 0 remains only if the new roll's result is 0 or less.
Worlds that were in Safe subsectors subjected to post-1128 warfare (in my variant, the Solomani Civil War, taking place in the Capella and Gemini subsectors of the Solomani Rim Sector and the coreward parts of the Aldebaran and Wovoca subsectors of the Aldebaran Sector) recieve all standard Hard Times changes for their part in the 1128-1135 warfare.
So here are my suggested modifications:
1) All Doomed worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, the Doomed world dies, i.e. Population, Government, Law and TL becoming 0; any Starport above X is considered to be an abandoned facility.
2) All Failing worlds within Jump-2 distance from a non-Failing, non-Doomed world with atleast Starport-C, TL9 and POP 6+ stabilize at their 1125 values, with the government becoming 6 (signifying control by their "saviours"), and law level generated by rolling 1D-1. If no such world is present in Jump-2 range, roll 1d; the Failing world dies on a roll of 1-4, or stabilizes on a roll of 5-6. "Stabilization" in this case means reduction of the Population and digit by 1 and no other recovery.
3) For all non-Failing, non-Doomed worlds, roll 2D; a modified roll of 4 or less means that the world declines (minus one Population and TL digits); a modified roll of 10 or more means that the world recovers (see below); a roll of 5-9 means that the world stabilizes (retaining its 1125 values). DMs: -2 if the world has suffered Biosphere Damage; -2 if Starport-X; +1 if breathable atmosphere; -1 for Vaccum or Corrosive atmosphere; -2 for Insidius atmosphere; +1 if Hydrographics 3+ (non-Fluid); -1 if Desert World (Hydrographics 0); +2 if POP 9+; +1 if POP 7-8; -2 if POP 5-; +1 if GOV 3, 4, 5, 8, or A; -2 if GOV 0; -1 if GOV 7; +1 if the world is a part of a "pocket-empire".
4) Recovery always means an increase of the world TL by 1; if the starport is C or less, it also increases in one level. If the starport is B, it increases to A on a roll of 5 or 6 on 1D; otherwise it remains at B.
5) All worlds with Government UWP 0 roll a new government (2D6+POP-7); a government UWP of 0 remains only if the new roll's result is 0 or less.
Worlds that were in Safe subsectors subjected to post-1128 warfare (in my variant, the Solomani Civil War, taking place in the Capella and Gemini subsectors of the Solomani Rim Sector and the coreward parts of the Aldebaran and Wovoca subsectors of the Aldebaran Sector) recieve all standard Hard Times changes for their part in the 1128-1135 warfare.