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I guess you ask for more tan this, but as I understand the question I'd suggest you to just assume starport X and pop 0 (barren world, so gov, law and TL also 0) for all the systems you generate (or at least those that you want unpopulated).
The difficulty to populate them will be quite evident from the physiscal stats of the planet (at least then this difficulty is due to it), A garden world (breathable atmosphere and water present) shuld be quite easier than an asteroid belt or a planet with insidious atmosphere, though it can have hidden surprises (dangerous animals, etc...)
Yeah, I wondered if the system generators work if you just zero/X the population-dependent stuff.
I guess I need a system that gives me an idea of potential for trade and whatnot without having people and infrastructure there already. I should just play with the generators a bit and see what happens.
Yeah, I wondered if the system generators work if you just zero/X the population-dependent stuff.
I guess I need a system that gives me an idea of potential for trade and whatnot without having people and infrastructure there already. I should just play with the generators a bit and see what happens.
The SectorMaker app I wrote for the Mac generates random worlds, either an entire sector at once, or one at a time, using T5 rules. Once generated, you can edit any system and change the population and bases of the mainworld and it will recalculate (randomly) everything dependent on those items.
Xojo. The current version is a little buggy in displaying the maps due to some updates to T5 and changes at TravellerMap, but it's still usable. Have fun!