After several false starts, bouts of gamer ADD and some revisions, I took a look at the thoughts and ideas I posted here three(!) years ago and simplified them. I wanted to keep the generation rules as close to the original checklist as I could.
Keeping the tech level of most worlds low was one one of my concerns. Controlling the starport type was a simple solution and also fits in with the fact that most of the settings worlds either don't have starports or only have primitive ones.
I did discover when I was playing around that populations seemed too small so I changed the population roll to a straight 2D instead of 2D-2. I still cap it at A though.
I'll create a small cluster of worlds and post it soon.
Piper World Generation rev. 1
- Determine world occurrence (1D for 4, 5, 6 is standard).
- Check system contents table for details of world.
- Find Starport type. Used modified table below.
- Check for Viking (scout) base.
- Check for gas giant.
- Name world.
- Generate universal planetary profile for the world.
- Planetary size: 2D-2.
- Planetary atmosphere: 2D-7 +size. Tainted designation indicates pollution in the atmosphere, however no filter mask required. If planetary size is 0, the atmosphere must be 0.
- Planetary hydrographics: 2D-7 +size. If planetary size is 0, then hydrographics must be 0; if atmosphere is 0, 1, or A+, then apply a DM of -4.
- Population: 2D. No population if atmosphere 0-3, A+. Cap A.
- Government: Roll d6, 1-3 Balkanized. When the planet is detailed, roll D3+1 for # of major political units. Governments can be rolled for or determined by GM. If not balkanized 2D-7+population.
- Law level : 2D-7+government.
- Technological Level : 1D+DMs from tech level table. Hard cap TL 10.
- Check for naval base as appropriate.
- Note trade classifications based on universal planetary profile.
- Note statistics for reference.