[Space] GURPS Handbook of the Planets
A while ago I was working on a game aid to take most of the drudgery out of generating star systems and planets using the star system and world generation sequences in GURPS Space 4e. The project has ground to a halt as a result of unresolved errata on p.117 of Space, and I no longer have any interest in completing it. However, a number of forum members have said nice things about the last beta version, and others seem to want whatever help they can get with the large task of generating a system. So I have decided to make the last beta version, beta21, available on an abandonware basis.
My GURPS Handbook of the Planets is an Excel workbook without macros. It will open and run okay in Open Office and perhaps other spreadsheet programs capable of importing Excel workbooks. The Handbook implements the Basic and Advanced starsystem generation and planet generation sequences up to the point of calculating economic volume, provided that the user specifies TL and population. A carrying capacity is calculated if the user specifies TL, but population is not calculated. Spaceport class, government type, and installations are not calculated: I decided that those were too specific to setting parameters and GM intentions to be worth troubling with. The Handbook does implement features of the GURPS Space system generation sequence that allow the user to choose some of the features of the system (e.g. mass, number, and age of the star[s], arrangement of gas giants, mass, orbital radius, and orbital eccentricity of the 'first' gas giant) and have others generated randomly. It also implements features that allow the user to design a planet and insert it into a randomly-generated system, and to choose the basic features of a designed planet and have the details filled in at random. However, the user cannot generate the 'early' features of a planet randomly and then step in to choose later features. And if a designed planet be placed in circumstances where the orbital mechanics dictate that it will be tide-locked, the parameters affected by tidal locking over-ride input parameters. The Handbook is so designed that the user's chosen "personal user number" and a "system number" for the system are combined to make a seed for the generation of pseudo-random numbers. That means that if the user puts in the same settings at different times, or if two different users put in the same settings, the Handbook will re-create the exact same system. This version is released as an incomplete beta version, with no warranty as to fitness for purpose. It is an amateurish game aid, unsuitable for commercial use, and you ought not to rely on it for any important purpose. Known issues
If anyone who maintains a repository of GURPS material on-line, in some place where players are likely to find it, wishes to put up a copy of this game aid on their site, that is fine with me. If you do so, would you please post an announcement in the forums, for example with a post in this thread. Important notices
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More known issues
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If I had the will and the time it probably wouldn't be impossible to write an actual program that would generate a system with a single click. Couple it with a random system name generator and a way to randomly assign coordinates and it could theoretically churn them out by the... whatever number you needed on a hex or Cartesian grid.
In fact I recall one based on Space 2nd on the Macintosh Classic platform. |
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What I do with this beast is to add a sheet into which I put a data table that feeds ten thousand consecutive numbers into the "system number" or "universe number", and then treats selected cells (spectral class, maximum habitability, gravity of the world with highest habitability, number of worlds with habitability 4+) as output. On my Mac this will update in about twenty minutes (or a list of only a thousand systems in two minutes). Then I can pick anything interesting out of the list and re-generate it. Or attach colour-coded system numbers to points on maps or names in lists. If necessary, I can fine-tune the search by using the control panel. Another of my tricks is to attach a sheet including data from a star catalogue (I use HYG for this purpose). Then a couple of LOOKUP statements will import data from the catalogue into the control panel, and then a data table will produce a list of nearby stars with chosen characteristics such as the habitability of their most-habitable planet or moon. This list can be copied and sorted to produce a list of, say, habitable planets in a chosen version of the universe, and the details of the systems can be re-created knowing the universe number and system number. |
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Don't no one be dissing the Bret-meister. I for one appreciate the in depth attention to accuracy and sheer hard work he put in for us ungrateful slobs.
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I'm sure there are 19,000 registered users on the forums who do not wish to use this aid. You don't all have to post to tell me so.
I'm equally sure that the members list includes several hundred better programmers than me who could produce a better product if they had the time and were willing to spend it. That's fine. I'll say it myself to save you all the trouble. I am also perfectly aware that the approach I took in designing this thing was eccentric to the edge of madness, and makes it very difficult to maintain and modify, besides being downright weird. There you are. Point conceded. No need to flog a dead horse. So if you find it useless, awkward, clumsy, a folly to have begun and madness to have carried through, just ignore the damned thing, okay? There's no need to pee in the punchbowl. I'm out of here. |
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I've used the heck out of it personally.
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The star system generation sequence in GURPS Space is no mere random generator. It has a monstrously clever feature that allows you to generate a world to your liking by choosing results in the World Design Sequence in chapter 4 (basic world building) and then it inserts your planet into its correct place in a star system using the Star System Generation Sequence in chapter 5 (advanced world building). This feature is implemented in my GURPS Handbook of the Planets. It does take rather more than one click to tell the workbook what you want, but it will guide you through the ranges of possibility for designing a planet and its moons, and then it will insert the planet you have designed into a system orbiting either a random star or a star with any characteristics you specify. |
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Thank you for sharing this. I truly appreciate your effort, and you making the result available.
Downloaded. (Do you, by any chance, have a game aid which will allow me to generate one or two additional players?) |
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Glad to see you back. Too bad you aren't staying. Illegitimi[1] non carborundum. Regards, Martin [1] Myself included. |
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In the 1st 1,000 systems in Universe 1, the these have affinity 5+.
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In the 2nd thousand systems in Universe 1, these have habitability 5+
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Among Systems 2,001 to 12,000 of Universe 1, the following are of great interest:
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Let's take a look at that System 5794:
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Primary starHere's World IIIa, the watery moon: Code:
System number: 5794Code:
System number: 5794 |
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Here's System 10980 in Universe 1
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system number: 10980 companion stars: 1Let's take a look at the sheet for Va. Code:
System number: 10980Note that despite Planet V's strong tidal effects of Moon Va, the resulting tides do not rise or fall. That's because Va is tide-locked, and does not rotate through its tidal bulges. the mantle will have time to adjust fully, and Va will be the same shape as its oceans (i.e. prolate on the axis aligned with V). |
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Well, that's about enough of generating huge numbers of systems and skimming through the results. It took my quaint little computer about half an hour of actual running time to generate those 12,000 systems, which is pretty shocking, and shows how inefficient my approach is. But still, it does work.
Now let's take a look at designing a planet and inserting it into a system. I'm going to try to see how close to its star I can get a habitable planet. Close to the star means hot, which means that the light molecules in the atmosphere will tend to escape. I'm going to want to make the escape velocity as high as I can to keep the atmosphere where it ought to be. I think this means that I actually want a standard planet, not a large one. Let's see. I try a standard garden world with a breathable atmosphere. I give it a thin atmosphere in the hopes that that will keep it cool in close to the star. I choose 90% hydrographics to keep the Habitability as high as possible in the face of high temperatures. The control panel tells me that the temperature range ought to be 250 to 340 Kelvins: I put in 340 to keep as close to the star as possible. That's 67 C average surface temperature. I must say that I marvel that that is considered habitable at all: even the polar regions must be nearly 40 C. Never mind. I'm offered a range of densities from 0.8 to 1.2, I try 0.8. The machine offers me a range of gravities from 0.65 to 1.39. I try 0.65. The machine (which is assuming an F2 V star for the moment) tells me that the orbital radius will be 1.30 AU. I try 1.39 gravities: no change. I backtrack and see whether high density will help (it ought to raise the escape velocity at given mass, not that I have given mass). Density 1.2. Now I'm allowed gravity 0.53 to 1.13. It shouldn't matter, but I try both extremes.It doesn't matter, and I'm still at 1.30 AU. Okay, time to backtrack even further: will a dense atmosphere actually help? Put in 1.8 for the primordial atmospheric mass. Options for density don't change. I try the minimum and maximum gravities. Orbital radius works out 1.97 at each extreme. So a dense atmosphere does not confound expectations. Back to minimum atmospheric mass. It looks as though the closest I can get this standard world to its (F2) star is 1.3 AU. I try very quickly with a large garden planet. It turns out not to make a difference. So I assign an orbital eccentricity (0), and axial tilt (11°), a primordial day length of 16 hours, and (on a whim) choose to have no major moons and two moonlets. I pick a RVM of 2 to make up for the fact that this place is only marginally habitable, and assign both volcanism and tectonics moderate. Putting in TL10 and population equal to carrying capacity I get a planet sheet like this: Code:
System number: 12 |
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I rarely if ever use this expression, but Oh.. My.. God!
You are one awesome man, Brett. If we wanted kids, I would ask you to impregnate my girlfriend. |
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Now to see how many habitable worlds we can get in the outer reaches of a system with this object at the inner edge of the Goldilocks Zone. I figure that we want a solitary star with a conventional arrangement of gas giants, to have the most planets and smallest eccentricities. Also, we want the system old (so that planets will have the best chance to make the Ocean->Garden transformation. And that means a low-mass, dimmish star so that it will have a long lifespan. But a star older than the Galaxy would be silly. I reckon on 10 billion years as enough. A quick experiment shows me that a mass 1.05 star will have become a subgiant at that age, but mass 1 is still okay. My designed planet will tide-lock, but that won't (officially speaking) alter its Habitability.
System sheet looks like this: Code:
system number: 12 |
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The system sheet for System 648 under all those custom settings looks like this:
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system number: 648 |
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And its planets like this:
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System number: 648Code:
System number: 648Code:
System number: 648 |
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Could someone fiddle with this to come up with a system I want? Other than Brett, you've done enough incredible wonderful work.
I want a two garden world system, in which one is a large cool to warm planet, and one is a warm to hot relatively low gravity one. I can't seem to to reproduce Brett's results by just putting in the system and universe numbers. I know, I'm an Open Office moron. |
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Just to be clear: when you say "large" do you mean "having a diameter similar to Earth or larger" or "having significant helium in the atmosphere"? Quote:
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The stars seem to match, but most of them have only ocean worlds if that. |
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Try this.
Does the resulting system suit your requirements? You ought to get a system table matching this: Code:
system number: 754 |
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Perfect. It must be a difference in the random numbers.
Thanks. |
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Good to see you back, Brett. M. |
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M. |
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I will second Mercator's post. I have a set of campaigns that I want to use the Orion Spur as the setting for. The astrography is going to matter to me since that is what will determine the spread of colonisation efforts, resource allocation, invasion routes, etc. Working with Astrosynthesis I can get the positions of stars down to current precision (yeah I know that isn't saying much for ones outside a certian radius). Add in a GURPS specific planet generator and I can work out likely boundaries for polities and species with different requirements and tweak the results along the way. Space Empire "A" been around half a million years? Enough time to reform marginal worlds so bump some of those up to "garden". I need to play with this. Thanks again Brett.
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Good Lord! Has it really been three months since I put this up? Why have I accomplished nothing in that time?
Has anyone been making use of it? War stories? Do you think that planetological detail such as star system generators produce actually makes a difference to the course or outcome of SF RPG adventures? I had a conversation yesterday with a chap who suggested that they don't, and therefore are a waste of time. I answered I value what they contribute to the background, the verisimilitude it provides to have background detail settled, and the sense of otherworldliness that an alien setting can give even it it doesn't have any tactical effects. But I would like to know that he is wrong, that adventures being set on an un-Earthly world can turn out differently because of that. |
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I have played around with it, much like I did with VE2 and will do once we get VDS and as I did with G:Space 4e and pen and paper and a pocket calculator. Not so much preparing for games, but more like solitaire or one player Civilization. My group is playing fantasy and an end of the present campaign is not in sight, so it may be quite some time before we start a SF campaign.
I personally absolutely want planetological details. If I wanted just some rough ideas I could have stayed with Classical Traveller or GURPS Space 2e. Whether they will have practical effects once I get to use some of those planets I donīt know. But I want them. Besides, itīs a lot easier not to use something thatīs there, than to create something thatīs not there. |
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This will get you spectral class and abs magnitude, from which you should be able to derive luminosity (http://en.wikipedia.org/wiki/Luminos..._and_magnitude). Not age, though. |
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ISDB does have mass and age and metallicity where these have been determined. |
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In Excel 2000: Data (menu) -> Validation In Excel 2007/10: Data (tab) -> Validation In OpenOffice: Data (menu) -> Validity In all of them, in the Validation window, you can select List for the type of Validation. In the list entry box you can create a comma separated list in Excel; in OpenOffice you put each entry for the list on it's own line. In either you can also set the list to be a Cell Range instead, so you can create dynamically changing lists by changing the target cell values (or, in the case of Excel, so you can create list entries which include a comma - the list is comma deliminated in Excel, so values with comma's are not allowed in the simple list, but are within a Cell Range). Other Validation options can be useful to restrict cell values to decimals, integers, as well as numbers above, below, or between given values, and a few other options. Validation is really useful for this kind of sheet. |
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Things would have been rather easier if I had boned up on that bit of Excel first. Would have saved me a lot of trouble on input filtering and error messages. Which were not exactly easy the way I did them (though by no means as tricky as some of the other things I did in that monster of a workbook). |
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M. |
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Is anyone still using my spreadsheet?
Has anyone made a proper computer instance of the GURPS 4e star system generation sequence yet? |
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I still, and will always, love it to bits.
Sadly, I have little computer ability to tweek or create programs. |
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Has anyone put a copy up for download on a GURPS website that people are going to be able to find?
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http://www.sjgames.com/gurps/resources.html |
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I still use it quite happily, although simple mass generation of systems still eludes me. I've taken a stab or two at re-writing it as a real program but given up in despair each time (I am not a skilled programmer).
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I have a variation on the 4e planet generation system.
Its wrong somewhere, but it mostly works. Generating orbits to fill is a fairly hard task for binary stars. |
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Second caveat is that I suck at user interfaces. The paths and the parameters User# and boundaries of the system# are all hard coded. Usage: 1) Change "H:\RPG_kram\GURPS\BHoP\" in line 30 and 58 into the paths you're actually using. 2) Change the parameters in lines 8, 10, 12 and 14 to your liking. 3) Save and run. I would first make a test run with 50 or so to see how long your computer needs for that. Code:
sub Evil_search_001 |
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Thanks for this! Now that I've had a chance to play with it it works great! Going to make it much easier to generate liveable star systems when my group rolls back to a space opera game.
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I've been working on it, but it's currently bogged down by 3 things
1. Having it safely pick out orbitals is a pain. I may have to deviate from the rules (by having it place the pregenerated Gas Giant AFTER the orbitals.) 2. Moons? Yeah, not liking that either 3. Rewriting the objects so I can more easily troubleshoot things. That said, I plan to have it out.. soon. I think. :/ (I will also probably release it online after I add a "force rule purism" option, since I implement a few house rules.) ETA: Side note, I actually have to admit I have no clue what forumlae to use for tides. I do note they still keep generating too high values for my tastes, but any variation I do on that will be a "not default" option. |
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I'd probably use it more if I didn't have to special order a4 paper to print it on.
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Why do you need A4 paper? It scales to fit on letter just fine.
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Then that's new since the last time I used it, it even says on the version I'm using that it is designed for A4 paper, and usually will cut off some parts (beyond the parts that are listed as always being cut off).
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Oh, my printer will take it, but I'd be hard pressed to find an office supply store within a couple hundred* miles that actually carries A4 paper. It is a specialty paper type in the US.
*I'd be hard pressed to find a decent office supply store (ie not walmart or kmart) in less than 80 miles. |
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I'll have to give a look for shrink to fit then, I use it regularly on other programs.
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I've just built a version which, instead of randomly generating a star according to the rules in GURPS Space, given a system number N looks up the figures for the Nth star in the XHIP catalogue and uses those. (I added randomly generated data to fill in the blanks in the catalogue.)
This version has had the world type table, gas giant arrangement table, and planetary orbit eccentricity table tweaked to my requirements, and is rigged to generate systems only around stars of such type as according to my version of Stephen Dole's calculations have a real chance of having a habitable planet. But I could fix all that pretty easily. |
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I love the version I've got of your spreadsheet, and if you share another, I would be eager to try it out. I am truly grateful for the Handbook. It saved me a lot of time in fleshing out my sf campaign last year, and I plan to employ it again when I do another space based game.
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Related note: did anyone ever submit errata for the giant luminostiy change? If not, I need to write it up and submit some.
(It's kinda badly wrong.) |
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I know on the simulator (4th edition) I have(wrote) I get lots of garden worlds around tiny red dwarfs that are very much NOT tide-locked. That actually seems to be the main kind of habitable system, in fact. |
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4th. It's *25, and should be *10000.
As for that I don't often get it but I haven't really written the code to check habitable zones. |
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Going through the file again, is there any known reason why Excel should lock it so that it can't be edited with a big red warning stating that editing it could damage my computer?
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