While random system generation works well for individual worlds, it is a poor tool for creating a coherent, consistent, realistic background on the scale of the Official Traveller Universe. Population distributions, trade routes, etc. are *not* random in the real world: they follow predictable relationships. A referee should "cook the books" to ensure that something like these relationships hold, though the results should still be possible within the random system. Take Atlas of the Imperium as a starting point. The data it contains are fairly simplistic: World type: water present, desert, asteroid belt. Gas giant: yes/no Naval base: Imperial, Imperial depot, non-Imperial Starport type: A, B, C, D, E, X Scout/secondary base: scout, way station, non-Imperial military or non-naval High Population: yes/no Allegiance: Imperial (various), client state, non-aligned, various non-Imperial It is not that hard to use these data to create realistic UWP's. For example, you could: (1) Start with the high population worlds. Connect each one to its nearest neighbors (these may be in a different sector) with trade routes, using rules like these: (a) Shorter legs (J-1, J-2) are better (b) Higher starport types (A, B) are better (c) Way stations are better than not (d) No routes through starport X systems, or starport E systems without a gas giant or water (2) Assign each high-population world a "hinterland," consisting of all the systems of the same allegiance that are closer to it than to any other high-population world (this can be determined mathematically). Systems with type X starports count as a distinct "allegiance"; isolated worlds of differing allegiance are grouped together to form a "hinterland," whether there is a high-population world present or not. (3) Within each "hinterland," roll 2D for all the systems with water present; these are "potentially habitable." On 9+, the mainworld is T-prime, on a 12 it is T-norm; all others (including desert worlds and asteroid belts) are "hostile." Count up all the habitable (T-prime and T-norm) worlds, and distribute populations of 5-8 evenly among them, with preference going to T-norm worlds, higher starport types and worlds on trade routes. (4) Assign "hostile" worlds on a trade route or with a base present a random population of 1-6 (1D); all other "hostile" worlds get a population of 0-4 (1D-2). (5) Place Xboat routes (J-4 or J-6) along trade routes, to connect (in order): (a) way stations (b) capitals (if known) (c) depots (d) naval bases (e) high-population worlds (6) Reverse-engineer UWPs to fit the data generated. T-prime worlds have Size 5-9, Atm 4-9, and Hyd 3-9; T-norm worlds have Size 7-9, Atm 6-7, and Hyd 5-7. (7) Adjust the results to conform with canon, where it exists. This is just one possible method to create a more-or-less realistic population distribution; there are surely others. Different assumptions will result in different rules, of course -- this should be used to make non-human sectors distinctive, for example.
Comments: thrash@io.com