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I posted sample output from StarGen earlier this morning, so here’s my followup post explaining what I’ve completed: planets, moons, and stars now pull names directly from the pantheons created from my immortals database.

As the process of naming planets, moons, and stars is fully automated, the number of possible names increases as I continue to add to my database of immortals.

That’s the simplest way of putting it, I believe.

So many other steps went into the process that I don’t really know where to begin. The other day, I finally added the “Instance” subclass to Immortals so that I could create unique Instances of Immortal Prototypes. This makes it possible to have multiple incarnations of the same deity running around, causing mischief.

The naming process draws from “living” pantheons, so if a pantheon becomes extinct during play (which will eventually be possible), a star system with planets and moons might remain behind as a legacy.

Phew. But, wow, the StarGen process?

It incorporates everything I had completed from my last pass of the Classic Traveller World/System generation procedure, plus everything I’ve learned since then and a few things more that I hadn’t done last time.

So, to BRIEFLY go over the process for those unfamiliar:
– Generate number of stars in system and star types.
– Generate number of orbits and fill them with planets, asteroids, gas giants, etc.
– Generate number of moons per planetary body.
– Generate scores [size, atmosphere, hydrosphere] for each world & moon.
– Generate population, government, and law level for each world & moon.
– Determine presence of naval & scout bases; determine colonies, farms, mines, etc.
– Determine main world, starport, technology level, trade codes, etc.

It’s a laborious process to perform by hand, so I don’t do that anymore. I wrote the original version of this program over my 2017 Spring Break. I’ve rewritten about once every four to six months as I get better at programming.

Now, moving beyond the “basic” World generation of Classic Traveller, I’ve begun to incorporate systems from Stars Without Number, starting with Factions, Societies, and World Tags.

So, World Tags are these short descriptors used to help identify the “adventuresome” qualities that make a world worth visiting to the players. I’m building an algorithm to assign World Tags based on a combination of World and System features in addition to random chance.

You can see the results of my “pruning” algorithm that removes exceedingly common tags from the Worlds within a star system. It’s my hope to create a versatile system that can create fairly unique World Tags for each habitable/visit-able object in a system. I have other plans for the “common tags.”

So, Stars Without Number has a fairly detailed adventure generation system that makes use of World Tags. I hope to use the system to generate adventure hooks for each world in a system on-demand. The “common tags” for a system will also help shape these, since the most common traits among worlds in a star system help create its “setting.”

I’ll continue to adjust the World Tag assignment procedure until I can get a really good mix, and make sure that pruning takes care of tags that show up too often. Right now I’m seeing lots of “Bubble Cities” because of the abundance of “vacuum Worlds” without a native atmosphere.

But this discussion wouldn’t be complete without touching on the OTHER thing I’m incorporating, which is automated Faction/Society generation. Stars Without Number also utilizes a Faction system that I’ve begun to incorporate. I have some simple guidelines for how to add Factions to a world, which will incorporate World Tags (e.g. Eugenics Cult).

Some systems I will overhaul during development, and some I will eventually replace.

One system that I have my eye on is Traveller’s “governments,” which I hope to replace with something more iconic and flexible. I want to have governments actually represented by Factions, which means at the very least I have to have some 1:1 Faction types.

For a while now, I’ve been working on a system inspired by Alpha Centauri/Victoria 2 (and others) that defines a Faction’s “policies.” As another point, I’ve started incorporating elements of the Affiliation system from D&D 3.5’s Player’s Handbook 2, which proved startlingly easy.

Once I have World Tags and Factions/Societies sorted out, I’ll use them to generate basic adventure frameworks–which I will then enhance using my previous work on Blades in the Dark scores.

But, holy crap guys, that name generator!

Right? Right?