Taking a break from characters/ tasks and combat
Comparing different systems ( MT, Mgt1e, Cepheus, and T4 ) can give wildly different results for simple things as head-shots and basic damage, so I'll pass until I choose to dive into that morass again.
Instead I've been pondering world-building.
Using a method I made up long agohttps://sites.google.com/site/moukotige ... idea-stuff
I've added mods I use for population and have attempted to tie it into Hofstede's Cultural Dimensions.
Power Distance Index seems a good match for Traveller Government if we ignore worrying about 'type' of government ( the 'type' should be evident to some extent from the other cultural values anyways )
Uncertainty Index should be a near replacement for law level.
Population is generated by rolling 2d6 – abs( ( atm - 7 ) / 2 ) - abs( ( hydro – 7 ) / 2 )
DM = - 1 if tidally locked
DM = + .5 if population is herbivorous ( when compared to an omnivorous population of similar body mass )
DM = - .8 if population is carnivorous ( when compared to an omnivorous population of similar body mass )
DM = + (2d6-7)/10 ( just a random variation.... use 1d10's if desired )
Please keep the entire number, decimal places and all ( as in x.yyy ). this number raised to the tenth power gives the approximate population where 10 ^ .yyy gives the traditional Traveller population modifier.
Add .005 to the population number to simulate an annual growth rate of ~1.1% ( earth circa 2016 ) and .01 to simulate an annual growth rate of ~2.3% ( earth peak yearly growth rate circa 1960 )
Log ( actual population ) = ~ population number
The modifiers based on atmosphere and hydrographics seek to place higher populations of worlds that are closest to earth-like conditions that humans have evolved to thrive in. Populations and settlements on more hostile worlds are smaller and require technological assistance from sponsor worlds. These might represent scientific outposts, mining settlements or other sparsely populated enclaves. Unless such worlds have a large enough population base to maintain a self-sufficient manufacturing base including acquisition of raw materials for the needed technology, they will slowly deteriorate and possibly die out without outside support.
The population number rounds to nearest whole value, but where it rounds up when the decimal portion is => .7; this corresponds to a traditional pop mod of ~5 as 10 ^ .7 = ~ 5.01.
Using Hofstede's cultural dimension Theory;
Power distance = 2d6 + pop – 7
Power Distance tends to have higher inequality, lower development, larger populations, rural populations, are are often colonial acquisitions. Low population densities ... *rural*
Lower Power Distance tends to have smaller groups, are industrialized, and have a history of independent movements. High population densities ... *urban*
Individualism = 2d6 – Power distance +7
Individualism tends to be developed economically, wealthier and have a lower birth rate, in moderate to cooler climates
Low Individualism ( Collectivism ) tends to underdeveloped and poor, with higher birthrates
Uncertainty Avoidance = 2d6 + power distance – 7
Uncertainty Avoidance tends to be undeveloped and changeable, have extensive detailed laws/legislation often concerned with maintaining tradition, have religions based on strict dogmas.
Low uncertainty Avoidance tends to developed and stable, have a less organized legal system based on what is just vs what is legal. Religions are often based on relative positions on morality and deal with fewer absolutes.
Masculinity = 2d6 + Individuality – 7
Masculinity tends toward competitiveness, wealth acquisition and strict gender roles.
Low Masculinity tends to stress cooperation, gender equality and support for social programs.
Still working on long-term vs short-term societies as well as indulgent vs restrained, but should follow similar methods. Will work on revised spinward marches map with these ideas soon.
More info on Hofstede culture Theoryhttps://en.wikipedia.org/wiki/Hofstede' ... ons_theory
tons of academic papers available as well concerning all kinds of things such as impacts on economies and technology usage, etc.