Law
Ah, law levels. Where should I even begin. The basic concept is the same as with the other characteristics of a mainworld. Roll 2d6-7, this time adding the government value to the roll. I think the...
View ArticleStarports
Starport code is determined by 2d6-7, adding the population score, under the “hard science” world generation rules, instead of the straight 2d6 roll normally used. The result is then looked up on this...
View ArticleTech Level
Tech level is determined by 1d6, with tons of modifiers based on all other characteristics of the world. In short, good startports, small world size, unusual or thin atmospheres, very low or very high...
View ArticleWorld Generator Progress
Work days keep me from being productive where it counts – like science fiction world building! I’ve made a number of improvements to my sector generator scripts… I generate a “Habitability Index” –...
View ArticleTech Levels Revisited
Tech Level – assigning a numeric value to a civilization’s technological development – is a powerful idea and having worlds with varying tech levels – often in stark contrast to each other despite...
View ArticleWild Planets
Planets can be quite strange. We just learned that massive planets can have solid surfaces. That’s not the only weird world that is out there. Cracked.com has a list of 6 Planets that put Sci Fi to...
View ArticleWelcome to Sector 256
It’s been a while since I worked on world generation. Needless to say, the layout of composition of “Imperial Space” is one of the big fundamentals that needs to be settled before I can work on the...
View ArticleQuo Vadis, 256?
So. We have a home. Sector 256. This means the work is just beginning – now I need to lay out local space. The map of local space should be centered on the Imperial Core. That is, by producing this...
View ArticleThe Unwashed Masses (High Population Worlds, Part 2)
Now that I’ve brought those mega-high-population worlds a little bit in line with the rest, let’s take a look at each of them in order to figure out what conditions might be like. For this post I will...
View ArticleA Note on Names
I’ve always had trouble coming up with good names, and in this regard names for colony worlds aren’t any different from names for people. Over the past few years I’ve built a list with about 700-ish...
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