My star system generation rules here , combined with some old thoughts on trade rules here, have made me think about a way to randomly (but reasonably realistically) generate economic information about worlds.
For data about worlds, I will assume the world in question was generated with my alternate rules, not the standard Traveller rules.
Note also that these are just my thoughts at the moment; none of this has been tested.
Lastly, this procedure is only for real colonies, not just mining outposts and such, as the latter tend not to have a full-fledged economy.
Agriculture
The first big part of the economy is agriculture.
The fertility of a world is determined by 2d6-7+Native Life-(absolute value of Climate)+1/3 of Tech Level.
Any world with a Fertility value of 10 or higher can feed its own population, assuming that a proportion of the population typical for the TL is working in agriculture (that´s about 2-3% for TL 8, in the real world)
Mining
A world´s mineral richness is determined by 2d6-2+1/2 of Tech Level. Also add +1 for each mining outpost in the system belonging to this planet.
Industry
A world´s industrial infrastructure is determined by 2d6-7+Population+1/2 Tech Level. Also add +2 for each shipyard in the system belonging to this planet.
Tourism and Oddities
A world´s tourism and oddities "production" is determined by 2d6-2 for type A worlds and 1d6-1 for type B worlds. Add +1 for every two research or harvesting stations, and +1 for a type A or B starport. Also add +1d6/2 if the planet has archaeological ruins that are open to visitors, and +1d6/2 if the planet has any famous natural or architectural wonders.
"Oddities" refers to things that cannot be clearly sorted into one particular category - like export items that are particular to this planet (Swiss cuckoo clocks, anyone?
). Also, it includes income from banking, trading, brokerage, tolls... stuff like that. Most importantly, T&O production does NOT strain resources, which makes it very important for worlds with poor fertility and/or mineral resources.
Results
The planet´s Agricultural Surplus (or Shortage) (AS) is determined by Fertility-10.
The planet´s Mineral Surplus (or Shortage) (MS) is determined by Minerals-Industry.
The planet´s Industrial Surplus (or Shortage) (IS) is determined by Industry-Population.
The per capita Gross Planetary Product is the sum of AS, MS, IS, and the Tourism & Oddities value.
The per capita GPP is an exponential value to a base of 2, so a GPP value of 10 means the per capita GPP of approximately Cr1,024.
Looking at this, it still requires alot of work; I´d still like to hear some comments on this.
For data about worlds, I will assume the world in question was generated with my alternate rules, not the standard Traveller rules.
Note also that these are just my thoughts at the moment; none of this has been tested.
Lastly, this procedure is only for real colonies, not just mining outposts and such, as the latter tend not to have a full-fledged economy.
Agriculture
The first big part of the economy is agriculture.
The fertility of a world is determined by 2d6-7+Native Life-(absolute value of Climate)+1/3 of Tech Level.
Any world with a Fertility value of 10 or higher can feed its own population, assuming that a proportion of the population typical for the TL is working in agriculture (that´s about 2-3% for TL 8, in the real world)
Mining
A world´s mineral richness is determined by 2d6-2+1/2 of Tech Level. Also add +1 for each mining outpost in the system belonging to this planet.
Industry
A world´s industrial infrastructure is determined by 2d6-7+Population+1/2 Tech Level. Also add +2 for each shipyard in the system belonging to this planet.
Tourism and Oddities
A world´s tourism and oddities "production" is determined by 2d6-2 for type A worlds and 1d6-1 for type B worlds. Add +1 for every two research or harvesting stations, and +1 for a type A or B starport. Also add +1d6/2 if the planet has archaeological ruins that are open to visitors, and +1d6/2 if the planet has any famous natural or architectural wonders.
"Oddities" refers to things that cannot be clearly sorted into one particular category - like export items that are particular to this planet (Swiss cuckoo clocks, anyone?

Results
The planet´s Agricultural Surplus (or Shortage) (AS) is determined by Fertility-10.
The planet´s Mineral Surplus (or Shortage) (MS) is determined by Minerals-Industry.
The planet´s Industrial Surplus (or Shortage) (IS) is determined by Industry-Population.
The per capita Gross Planetary Product is the sum of AS, MS, IS, and the Tourism & Oddities value.
The per capita GPP is an exponential value to a base of 2, so a GPP value of 10 means the per capita GPP of approximately Cr1,024.
Looking at this, it still requires alot of work; I´d still like to hear some comments on this.