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Sector Generation...
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mcbobbo
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PostPosted: Fri Feb 27, 2015 7:05 pm    Post subject: Sector Generation... Reply with quote

While waiting to see if anyone knows anything official from my question here, I'll plug away at some system design stuff in the SW WEG system. The first problem I've found is the generation system assumes there's one interesting world and fleshes that out.

Here's what I have...

Start with a hexmap (I used hexographer) that's 25x25. For each hex, roll d66. If the result is 11, 12, or 13, there's a notable world in that system. This makes roughly 50 systems in that space, give or take. I used a spreadsheet for this, which I'll share once I'm done.
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mcbobbo
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PostPosted: Fri Feb 27, 2015 8:38 pm    Post subject: Reply with quote

The next thing we lack is 'what kind of star'.

Looking briefly at the data here, and smashing into that all the stuff in the Scouts guide, I came up with this rough table:

Code:
11      F-Giant (yellow white/white)
12      G-Giant (yellow/yellowish white)
13      K-Giant (orange/pale yellow orange)
14      M-Giant (red/light orange red)
15      O (blue/blue)
16      B (blue white/deep blue white)
21      A (white/blue white)
22      F (yellow white/white)
23-24   G (yellow/yellowish white)
25-31   K (orange/pale yellow orange)
32-42   M (red/light orange red)
43-45   B-Dwarf (blue white/deep blue white)
46-52   A-Dwarf (white/blue white)
53-54   F-Dwarf (yellow white/white)
55-56   G-Dwarf (yellow/yellowish white)
61      K-Dwarf (orange/pale yellow orange)
62      Binary Star
63      Neutron
64      Black Hole
65      Nebula
66      Nova
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Barrataria
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PostPosted: Fri Feb 27, 2015 8:59 pm    Post subject: Reply with quote

So, when you say "sector", do you mean the sort of sector depicted in the SW Atlas? Because the sizes are very random, and seem to be big enough to contain hundreds of systems.

It makes sense to me to set a standard size (like your 25x25 hexes)... but is that map 25 parsecs by 25 parsecs? That's sort of how the Traveller maps worked which fit the very specific and limited jump drive ranges. SW ships, however, can zip across the galaxy, so sizes seem to be less important. I don't even bother with hex grids for my SW sector maps, I usually stick with the hyperspace time maps like in the Planets Collection Elrood map.

Anyway, your 11-13 range seems ok for a grid map that size. I'll be reading along!
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 27, 2015 9:17 pm    Post subject: Reply with quote

To help generate hyperspace route maps, maybe you could use something like
    Roll 1D
    1 = Terminus (System has a single known hyperspace lane connecting to it, which ends at that system).
    2-4 = Route (System is a midpoint on a known hyperspace lane; 2 lanes total)
    5 = Junction (Route System that is also a Terminus for a second route; 3 lanes total)
    6 = Nexus (At least two Routes intersect in this system; 4 lanes total). In addition, roll 1D on the following table
      1-3 = No additional lanes
      4-5 = 1 additional lane (roll 1D on main table to determine type)
      6 = 2 additional lanes (roll 1D for each on main table to determine type).

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Last edited by CRMcNeill on Sat Feb 28, 2015 3:01 am; edited 1 time in total
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mcbobbo
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PostPosted: Fri Feb 27, 2015 9:23 pm    Post subject: Reply with quote

Barrataria wrote:
So, when you say "sector", do you mean the sort of sector depicted in the SW Atlas? Because the sizes are very random, and seem to be big enough to contain hundreds of systems.


I had no idea when I started, but found the 50 worlds thing on Wookiepedia...

"A sector was defined by the Republic as having a maximum of 50 inhabited star systems to keep sectors at a manageable level."

Barrataria wrote:
It makes sense to me to set a standard size (like your 25x25 hexes)... but is that map 25 parsecs by 25 parsecs?


Yeah, I have NO idea. Haven't gotten that far just yet. But we can consider that a certain 'zoom level' for now...
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mcbobbo
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PostPosted: Fri Feb 27, 2015 9:38 pm    Post subject: Reply with quote

Using this method through that Google Sheet which I'll share later, I get this sector:

Code:
0,21      B-Dwarf (blue white/deep blue white)
1,9      F-Giant (yellow white/white)
1,18      M (red/light orange red)
1,21      K-Dwarf (orange/pale yellow orange)
3,10      M (red/light orange red)
3,17      M (red/light orange red)
4,9      M (red/light orange red)
4,23      A-Dwarf (white/blue white)
4,24      A-Dwarf (white/blue white)
5,8      M (red/light orange red)
6,18      Binary Star
6,22      K (orange/pale yellow orange)
7,4      B-Dwarf (blue white/deep blue white)
9,6      K-Dwarf (orange/pale yellow orange)
10,23   K-Giant (orange/pale yellow orange)
11,2      Nebula
11,3      M (red/light orange red)
11,5      Nebula
11,23   M-Giant (red/light orange red)
12,1      Neutron
13,3      K (orange/pale yellow orange)
13,5      F (yellow white/white)
13,18   A-Dwarf (white/blue white)
14,7      M (red/light orange red)
14,15   M (red/light orange red)
15,2      F (yellow white/white)
16,11   G (yellow/yellowish white)
16,20   O (blue/blue)
17,16   G (yellow/yellowish white)
17,21   F (yellow white/white)
18,0      M (red/light orange red)
18,4      G-Dwarf (yellow/yellowish white)
18,10   F-Dwarf (yellow white/white)
19,7      M (red/light orange red)
19,11   K (orange/pale yellow orange)
19,14   A-Dwarf (white/blue white)
20,8      K (orange/pale yellow orange)
21,4      M (red/light orange red)
21,15   F-Giant (yellow white/white)
22,17   B (blue white/deep blue white)
24,3      A-Dwarf (white/blue white)
24,10   M (red/light orange red)
24,12   G-Dwarf (yellow/yellowish white)


This winds up looking like so...

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Whill
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PostPosted: Fri Feb 27, 2015 9:46 pm    Post subject: Reply with quote

I think it makes sense that sectors are defined by a manageable number of habitable worlds (or perhaps systems to account for systems with multiple habitable worlds in one system), and thus sectors would have a variable size, depending on the stellar density of each region of space.

Then there is also the consideration that although worlds closer the core would have more stars, there may not always be more habitable worlds. World like Coruscant on the edge of the deep core are very unrealistic because of the significantly greater concentration of cosmic radiation. (The deep core is somewhat realistically sparsely populated for that reason.) Plus their night sky would be much different than ours with a lot more stars in it.
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mcbobbo
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PostPosted: Fri Feb 27, 2015 11:21 pm    Post subject: Reply with quote

Next I've added a simple lookup table that stores randomized names, and I reformatted the hex addresses a bit...

Code:
00,21      B-Dwarf (blue white/deep blue white)   Soti
01,09      F-Giant (yellow white/white)            Kila
01,18      M (red/light orange red)               Taria
01,21      K-Dwarf (orange/pale yellow orange)      Kaabla
03,10      M (red/light orange red)               Caldai
03,17      M (red/light orange red)               Sari
04,09      M (red/light orange red)               Sela
04,23      A-Dwarf (white/blue white)               Asar
04,24      A-Dwarf (white/blue white)               Cari
05,08      M (red/light orange red)               Betha
06,18      Binary Star                        Gare
06,22      K (orange/pale yellow orange)            Corvy
07,04      B-Dwarf (blue white/deep blue white)         Ixiuwhao
09,06      K-Dwarf (orange/pale yellow orange)         Resu
10,23      K-Giant (orange/pale yellow orange)         Wieogawa
11,02      Nebula                        Varia
11,03      M (red/light orange red)               Liane
11,05      Nebula                        Ostars
11,23      M-Giant (red/light orange red)            Vossi
12,01      Neutron                        Uwhorix
13,03      K (orange/pale yellow orange)            Leka
13,05      F (yellow white/white)                  Serne
13,18      A-Dwarf (white/blue white)      Hortha
14,07      M (red/light orange red)      Dari
14,15      M (red/light orange red)      Ulglillon
15,02      F (yellow white/white)      Argal
16,11      G (yellow/yellowish white)      Peoewei
16,20      O (blue/blue)      Jerri
17,16      G (yellow/yellowish white)      Kati
17,21      F (yellow white/white)      Apuechurn
18,00      M (red/light orange red)      Sebos
18,04      G-Dwarf (yellow/yellowish white)      Niru
18,10      F-Dwarf (yellow white/white)      Soyo
19,07      M (red/light orange red)      Mestra
19,11      K (orange/pale yellow orange)      Zeta
19,14      A-Dwarf (white/blue white)      Peue
20,08      K (orange/pale yellow orange)      Jussi
21,04      M (red/light orange red)      Daedi
21,15      F-Giant (yellow white/white)      Cela
22,17      B (blue white/deep blue white)      Erar
24,03      A-Dwarf (white/blue white)      Hoka
24,10      M (red/light orange red)      Andrus
24,12      G-Dwarf (yellow/yellowish white)      Horthi
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mcbobbo
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PostPosted: Sat Feb 28, 2015 12:20 am    Post subject: Reply with quote

And here it is with labels and backed by a starfield...

CLICK HERE FOR LARGE IMAGE

Tomorrow I'll tackle those hyperspace lanes. I'll need to read up on it first.
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mcbobbo
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PostPosted: Sat Feb 28, 2015 12:24 am    Post subject: Reply with quote

Here's a copy of the Google Sheet

https://docs.google.com/spreadsheets/d/1DhOJIwZ8oNB9lHFRkPmQ6efYf9-tp7OYCAxabM-GuQs/edit?usp=sharing
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Feb 28, 2015 12:28 am    Post subject: Reply with quote

Hyperspace routes?
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The CRMcNeill Stat/Rule Index
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mcbobbo
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PostPosted: Sat Feb 28, 2015 11:08 am    Post subject: Reply with quote

crmcneill wrote:
Hyperspace routes?


Yes, please? Smile

Can you describe how you'd use the die table you posted above?
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CRMcNeill
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PostPosted: Sat Feb 28, 2015 12:12 pm    Post subject: Reply with quote

Pick a star on an edge or corner of the map, then roll 1D on the chart to generate its connection to the closest star. Then roll again for that star, and so on, working your way across the map. You can reroll if the chart generates something that doesn't work, such as a terminus connecting to a terminus. Transit times would be determined by hex distances on the map.

Also, if the chart I posted makes junctions and nexuses too common, you can shift the results to make all junctions (3 or more routes) only come up on a 6, with the number of connectors determined by the second chart.

EDIT: Like this:
    Roll 1D
    1 = Terminus (System has a single known hyperspace lane connecting to it, which ends at that system).
    2-5 = Route (System is a midpoint on a known hyperspace lane; 2 lanes total)
    6 = Junction (Route System that is also a Terminus for at least one more route). Roll 1D on the following table:
      1-4 = 1 additional route
      5-6 = 2 additional routes

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Feb 28, 2015 12:39 pm    Post subject: Reply with quote

Stars near the edge of the map that generate multiple hyperspace routes don't necessarily have to connect all their routes to other systems on the map, either; they can lead to the edge of the map as a connector to other sectors, too.

Alternately, you can designate a major hyperspace route running through some portion of the sector and then use the chart to branch out from it.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Sat Feb 28, 2015 1:05 pm; edited 1 time in total
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cynanbloodbane
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PostPosted: Sat Feb 28, 2015 1:01 pm    Post subject: Reply with quote

Wow, and I thought I was being ambitious using PhotoShop to overlay all the detailed sector maps onto the largest galaxy map I could find. So far I have only overlayed 2 sectors, because of the time it takes to remove background, scale & position. Your system will finally give me a way to flesh out the rest. Sweet idea! Smile
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