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#6 |
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Join Date: Nov 2005
Location: Seattle, Washington
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I have a PHP script to generate systems as per GURPS Space, with a very few minor tweaks (Agemegos' revised tidal formulae and aging the system in 0.1Gy blocks to track changes over stellar evolutionary timescales). I use the chart in G:S to generate stellar types instead of real-universe data. Also, I use all the rules except for brown dwarf and flare star generation.
I've generated a total of 16977 systems this way (I have a perl script that creates whole thousand-system sectors at once). The habitability breakdown is as follows: Code:
Hab. Systems % 8 136 0.80 7 300 1.77 6 257 1.51 5 338 1.99 4 303 1.78 3 180 1.06 2 105 0.62 1 28 0.16 0 15317 90.22 NULL 13 0.08 I'm at work and without my books, but I was under the impression that you didn't even generate carrying capacity for Hab 0 planets -- the assumption was that Hab 0 systems would only ever have outpost-type residents (miners, military, etc.).
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-- Bryan Lovely My idea of US foreign policy is three-fold: If you have nice stuff, we’d like to buy it. If you have money, we’d like to sell you our stuff. If you mess with us, we kill you. |
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| Tags |
| space, system generation |
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