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Old 10-03-2023, 02:41 PM   #33
ericthered
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Join Date: Mar 2012
Location: far from the ocean
Default Re: Simplifying Gurps Space world creation

Wow, its been a while, and I've been working on this. Right now the version I have has societal stats up to control rating, better formatting, better saving, correct garden world generation, better automatic naming, more consistent editing, a list of systems that can be sorted by star size, resources, habitability, and affinity, and the ability to save specific systems, load specific systems, and generate fewer systems.

Its not live yet because I'm trying to iron out the bugs before I give it to you.

A few things about the society generation bug me:
  • When time-spans are short, outposts have larger populations than colonies, because outpost populations are time invariant.
  • If there are two very desirable planets in a system and they are out of reach of each other, only one will be colonized. I know I can override this, and its probably expected that GM's will, but when coding its something I have to override. The big case here is two habitable planets each on a binary star
  • Every single system is colonized, even if its just resource 0 tiny rocks.
One interesting thing I've noticed is that sulfur moons get a lot of colonies, because they tend to be very volcanic and thus have high resource numbers.

Also, the files are a bit bigger than I expected: 1400kb to save 100 systems.

I hope I can get this new version to you folks soon!
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