Traveller-digest      Thursday, August 5 1999      Volume 1999 : Number 921



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Re: Imperial Code of Law (Long)
Re: [OT] Sympathy
Re: Imperial Code of Law (Long)
Re: [OT] Sympathy
Re: [OT] Sympathy
Re: First In subsector listing
Re: Hitchhikers Guide on CD
Re: Hitchhikers Guide on CD
Planetology 102 Part 2
Re: Spacecraft Combat ratings question
Re: Yet more filk
Re: Hitchhikers Guide on CD
Re: Hitchhikers Guide on CD
Re: Yet more filk
Re: First Imperium settlement patterns 
Re: Hitchhikers Guide on CD
Re: re Gen Con UK
Re: Yet more filk
Re: Hitchhikers Guide on CD
Re: Hitchhikers Guide on CD
Re: Yet more filk
Re: First in subsector listing
Habitable worlds in the Spinward Marches (long)

----------------------------------------------------------------------

Date: Wed, 04 Aug 1999 21:58:48 -0700
From: "Glenn M. Goffin" <gmgoffin@pacbell.net>
Subject: Re: Imperial Code of Law (Long)

Now I'm back from vacation and starting to catch up on TML digests (but
I have more travel planned for later this month, so I'll surely get
behind again).

> From: RASFranzen@aol.com

> It may be, that there was some misunderstanding, due to the fact, that I 
> considered your mentioning the Vilani Legal Tradition as dealing with the 
> corpus of laws applicable within the empire, while you seem to consider the
> Vilani tradition as part of the corpus of laws of the Imperium proper.
> 
> Actually I would think, that the fall of the Vilani Imperium, the Long Night 
> and later the rebuilding by an obviously more Solomani influenced Sylea must 
> have removed the remnants of Vilani Law from the Imperiums books but would
> also definitely have preserved its institutions on Vilani Worlds.

That's a good argument.  I agree that Vilani law and legal institutions
will be preserved on many worlds of the Imperium as matters of local
law.  I don't, however, think that Imperial law itself will be devoid of
Vilani law.  After the fall of the Ziru Sirka, the Solomani were
overwhelmed trying to manage the huge empire that they'd conquered. 
They would have tended to leave in place institutions that worked and
were not security problems.  Vilani laws and legal institutions in
general would not have been security problems.  The Solomani-dominated
Rule of Man would have kept a lot of the Vilani laws and legal
institutions because it didn't have the resources to reshape millenia of
legal habits, nor did it have the political will for or interest in
radical transformation of the Ziru Sirka  

> One wonders btw, whether there would have been legal institutions as we know 
> them in the Vilani Imperium or whether there would have been a strong 
> influence of forced mediation/arbitration in their society.

Vilani society is so tradition-bound that it would certainly keep
extensive records of how legal problems were solved in the past.  That
would give it something of a common law flavor.  On the other hand,
Vilani society doesn't tend to solve problems by appeals to authority
and application of force.  Instead it relies on mediation, and, to some
extent, deference to experts.  That gives it a very different flavor
from the common law.  What implications does that have for the nature of
Vilani legal institutions?

- --Glenn

------------------------------

Date: Wed, 04 Aug 1999 23:01:05 -0700
From: "Glenn M. Goffin" <gmgoffin@pacbell.net>
Subject: Re: [OT] Sympathy

> From: "Thom Harris" <thomharr@mediaone.net>
> 
> Would there be many towns in the Civilized universe that could compete with
> Copenhagen or Berlin or New Orleans or Rio or parts of Hong Kong???

There are many places in the Vargr Extents that should not be compared
to Terran party towns for the same reason that professional athletes do
not compete with amateurs.

- --Glenn

------------------------------

Date: Wed, 04 Aug 1999 22:55:13 -0700
From: "Glenn M. Goffin" <gmgoffin@pacbell.net>
Subject: Re: Imperial Code of Law (Long)

> From: Black ICE <wombat@premier.net>
> Subject: Re: Imperial Code of Law (Long)
 
> 1.  What other sources of legal decision are found within Imperial
> borders?  (This category can include non-Terran divine law.)

Here is my quick list of sources of law within Imperial borders:

Imperial edicts;
Imperial administrative codes implementing edicts;
Imperial administrative codes promulgated and used by the bureaucracies
without authorization of the Emperor (that's not illegal in my Traveller
Universe);
Imperial traditions (which include some pre-existing Vilani law);
Patents of nobility (which may confer lawmaking power on nobles);
Manorial law (Noble-made law within fiefs);
Treaties (membership agreements?) between the Imperium and its member
states;
Treaties between the Imperium and foreign states;
Treaties between local worlds and foreign states (to the extent not
pre-empted by Imperial treaties);
Various sources of local law.

> 2.  What is the dominant source of legal decision in Imperial law?

The Emperor.

> 3.  What is the dominant source of legal decision in extra-Imperial
> entities (such as the Zhodani Consulate, the Solomani Confederation, or
> the Aslan Hierate)?  Legal theorists are asked to speculate on all of
> the above-mentioned examples, plus whatever other examples occur to
> them.

In general, the dominant source of law is culture.

> 4.  Are there any major treaties between the 3I and the various
> extra-Imperial entities?  If so, what areas do they cover, and what
> mechanisms for enforcement exist?

In my Traveller universe, by 1100, all of the major states (Imperium,
Zhodani Consulate, Aslan Hierate, Solomani Confederation, Hive, Two
Thousand Worlds) have treaties with and official recognition of each
other, even if they don't really interact (like the Aslan and the
K'Kree).  There are a few conventions of diplomatic conduct agreed upon
by all of the major and minor players, such as extrality of embassies.  

Some treaties are nothing more than a statement of mutual recognition
and an agreement to exchange ambassadors.  Some involve agreements to
consult on issues of mutual importance (like border zones).  Some are
trade agreements, which can take many forms.

> 5.  How is the Law skill (from T4; other versions of Traveller may have
> equivalents) affected by the presence of multiple bases for legal
> decision?

Law skill indicates that the character can approach legal problems in a
legal way.  A character trained in one legal system can work within it
to achieve results.  In another legal system, that character will face a
more difficult (but not necessarily impossible) task.  An analogy can be
drawn to mech or elec skill.  Someone who acquired mech skill on a TL 7
world will have some difficulties in figuring out how mechanical things
work at TL 11.  If the character acquired law skill in legal system #1,
he or she will have to learn new specific information to achieve results
in legal system #2.  Nevertheless, he or she still knows in general how
to get things done according to law, such as how to marshall and
organize facts, the importance of finding information and likely places
to start looking, etc.  

That is to say, a character with law skill can think like a lawyer, and
to a large extent, lawyers from all legal systems tend to think in
broadly similar ways.  The more alien the legal system (and, presumably,
the more alien the culture), the more difficult it is to think like a
local lawyer.  That tends to be true for other communications skills,
too, like trader, broker, admin, liaison, streetwise, leader,
recruiting.

- --Glenn

------------------------------

Date: Thu, 5 Aug 1999 08:17:41 -0400
From: "Paul Schirf" <Paul@Schirf.com>
Subject: Re: [OT] Sympathy

> > Would there be many towns in the Civilized universe that could compete
with
> > Copenhagen or Berlin or New Orleans or Rio or parts of Hong Kong???

Glenn Goffin gmgoffin@pacbell.net Wrote:
> There are many places in the Vargr Extents that should not be compared
> to Terran party towns for the same reason that professional athletes do
> not compete with amateurs.

I do believe that this should be submitted as a GT:AR3 quote.

------------------------------

Date: Thu, 5 Aug 1999 08:29:41 -0400
From: "Paul Schirf" <Paul@Schirf.com>
Subject: Re: [OT] Sympathy

>>> Would there be many towns in the Civilized universe that 
>>> could compete with Copenhagen or Berlin or New Orleans 
>>> or Rio or parts of Hong Kong???
 
>> Glenn Goffin gmgoffin@pacbell.net Wrote:
>> There are many places in the Vargr Extents that should not 
>> be compared to Terran party towns for the same reason 
>> that professional athletes do not compete with amateurs.

Paul Schirf wrote:
> I do believe that this should be submitted as a GT:AR3 quote.

What in the world was I thinking?  AR3 = Droyne and Hivers -
hardly party town material.  It does sound appropriate for
GURPS Traveller: Corsairs.

------------------------------

Date: Wed, 4 Aug 1999 22:39:00 -0500
From: "Andrew Akins" <igor@truserve.com>
Subject: Re: First In subsector listing

First of all, thank you everyone for your comments. I'd like to address two
of them:

First, it was suggested that the data be made more "Traveller" and less
"GURPS" like. Or perhaps a hybrid of the two. I'm going to stay clear of
that, because this _is_ a GURPS program - even if it is GURPS Traveller.
Thus, I'm commited to displaying the format in a fashion that matches the
First In data. As far as rearranging some of the columns, that would proved
to be rather difficult, the way it is coded. See the system is
object-oriented, and each "Planet" object has an aggregate "Population"
object...when I print a listing line, the Planet object dumps its text,
followed by the Population object. Thus, I can't easily place the Starport
(in the Population object) in front of the Diameter (in the Planet object).
Now you may feel this was a dumb way to do it - but it works great from a
programmer's standpoint (IMHO).

However, the suggestion that I provided a alternative, standard CT output is
an excellent one. I had intended on building a CT converter into the
program - but have not started on it yet. This would be a good thing - so I
belive that's what I'll do - have two output formats, CT/MT/TNE/T4 and GT.

And it was also suggested that codifying the data is annoying - I partially
agree. However, it is the easiest way to provide a large amount of data in a
small amount of space. For those out there with old line printers, I'm
committed to keeping the listing to a maxmum of 80 characters wide.

However, it should be stated that this is merely the listing output of the
program. The software also has a detailed output, which lists much more
information, in a easier to read (headings, plenty of space, etc) format.

Any more ideas, send them this way!

Andy

+--------------------------------------------------------------------+
| Andrew Akins                                                       |
| Home: igor@truserve.com - http://www.truserve.com/~igor/           |
| Work: andya@cms-gt.com - http://www.cms-gt.com/                    |
+--------------------------------------------------------------------+
| IMTU: tg++(**) tc+ ru+ ge 3i+ jt- st au ls+ kk++ hi+ as+ va+ dr++  |
|       so+ zh+ vi+ da+                                              |
| Geek: GCS d- s+:+ a- C++ W++ w+++(-)$ PS+ PE t- 5++ X+ R+++ tv+    |
|       b+++ DI+ D-- G e++ h---- r+++ y++++                          |
+--------------------------------------------------------------------+

------------------------------

Date: Thu, 5 Aug 1999 08:12:17 -0700 (PDT)
From: "Zane H. Healy" <healyzh@aracnet.com>
Subject: Re: Hitchhikers Guide on CD

> That's the right stuff, alright, however they are not shipping as they are
> out of stock and have no future dates set for more..
> 
> My other option, since I do own the tapes, is to somehow record them on my
> hard drive then burn them onto a CD.  I have just a tape player with RCA
> connectors.  I have an RCA to 1/4 inch plug cable.
> 
> I could plug the cassette player into the line input on the sound card, but
> after that I'm clueless as I don't have any sound software.  Ideas?

Adaptec makes some software that can be used for this.  I've used it to
convert a couple of my favorite records to CD-R.  I've not tried it with
tapes yet, as I don't have a tape deck at the moment.  However, the Guide
will probably be one of the first things I convert once I correct that
little problem, although I might put it on Minidisk instead.

				Zane

------------------------------

Date: Thu, 5 Aug 1999 08:17:47 -0700 (PDT)
From: "Zane H. Healy" <healyzh@aracnet.com>
Subject: Re: Hitchhikers Guide on CD

> That's the right stuff, alright, however they are not shipping as they are
> out of stock and have no future dates set for more..

I just checked the web page and clicked on the 'Radio Collection' link out
of curiosity.  They've got two other Guide CD's that look to be available,
and a Fawlty Towers CD.  Fawlty Towers had a Radio version?

I've no idea what the story is with the other two Guide CD's but it says
they normally ship within 48 hours.

				Zane
 

------------------------------

Date: Thu, 5 Aug 1999 11:58:44 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Planetology 102 Part 2

3. Silicates
     Silicon is chemically related to carbon, but there are
important differences. Although the pure element has important
uses as in semiconductor technology, it is never found free in nature,
and it is always an energy-intensive process to extract it.
     While carbon atoms combine with hydrogen or oxygen with
approximately the same ease, silicon has a strong prefernce for
combination with oxygen. Although silanes analogous to the
hydrocarbons can be made, they are (unfortunately for speculative
xenologists) unstable and not found in nature, since they react
with water to form silicon dioxide and hydrogen. (not to mention
burning in oxygen)
     Silicon dioxide, also called silica, forms the basis for the
rock, the most common solid material. Unlike carbon dioxide,
which does not combine with itself and remains gaseous, silicon
dioxide molecules readily combine with each other.
     The highly stable and high-melting chains, sheets, and 3d
networks formed by silicon dioxide create the large, complex
family of silicate minerals which are the primary rock formers
eveywhere. The basic unit of silicate minerals is a tetrahedron
with a silicon atom surrounded by 4 oxygen atoms, each free to
combine with another silicon, or some other variety of atom.
There is also a less common high pressure form. The variety of
atoms that can fit into the fundamental silicate network gives
them a variety second only to the complexities of organic
chemistry. The silicates have a more continuous range of
compositions and are harder to work with, but high-tech materials
science includes a wide variety of special purpose ceramics and
derivatives.
   Although pure silicon dioxide is important in industry (a
source of silicon for semiconductors to name only one), it is not
especially common in this form. Silica is usually mixed or
compounded with something else. Silica bearing mixtures are as
common as ordinary rock, and mostly about as valuable.
Commercial-grade deposits are found where natural separation and
concentration process work, mostly on cooler planets with with
significant water, carbon dioxide, and weather.
     Also unlike carbon dioxide, silica is almost insoluble in
water. It does forms an extremely dilute solution of silicic
acid; (mostly H4SiO4). The solubility is enhanced in hot alkaline
solutions. As soon as it becomes concentrated, however, the
silicon tetrahedra start to recombine by eliminating water
molecule between them. There are terrestrial organisms (such as
some plankton and sponges) which incorporate dissolved silica
into their skeletons, and besides the fact that such skeletons
are brittle, inflexible, and heavy if they are dense, there is no
fundamental reason higher forms of life can't do the same.
 

------------------------------

Date: Fri, 6 Aug 1999 18:15:20 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Spacecraft Combat ratings question

> Hmmm...  I dunno if I can accept that...  even with TCS rules, any
>world big enough for a class B port ought to be able to build a DesRon per
>decade, even if they are frugal about defense spending.


But most of them have no need for Big Momma Defence, and would rather spend
the money elsewhere.

NB

------------------------------

Date: Thu, 05 Aug 1999 10:22:19
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Yet more filk

Right.

When I was young, all we had was hydrogen and helium that was rapidly
cooling from the big bang.

On the good side, it made generating worlds a snap, since we had to wait a
few billion years for the first solid planets...

- -- 

Douglas E. Berry  dberry@hooked.net
http://jump.to/SyleaDownport

TML Great Old One
Plague of the Traveller Riders of the Apocalypse
Chant "Gridlore" thrice to summon.

------------------------------

Date: Thu, 5 Aug 1999 13:47:35 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Hitchhikers Guide on CD

Zane posted :
- -------------------
Adaptec makes some software that can be used for this.  I've used it to
convert a couple of my favorite records to CD-R.  I've not tried it with
tapes yet, as I don't have a tape deck at the moment.  However, the Guide
will probably be one of the first things I convert once I correct that
little problem, although I might put it on Minidisk instead.
- -----------------------------------------------------------------------

Hmm..I happen to have two of those single-unit tape decks.  They are just
cassette mechanisms made to be plugged into an amplifier.  Used to have 3
back in my old studio days when I hade a 8-channel mixer (stolen).
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Thu, 5 Aug 1999 13:51:32 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Hitchhikers Guide on CD

Zane, I see what you mean with the 3 listings of Hitchhiker's Guide CD; 2
seem to cost 14 pounds and the other (unavailable) costs 38.  I'm totally
confused.  Makes me wonder what the other two are about..
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Fri, 6 Aug 1999 18:17:10 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Yet more filk

>Peter - pausing and looking at the grease spot someone
>is trying to tell me used to be a horse :}


Touche.

NB

------------------------------

Date: Thu, 5 Aug 1999 14:03:12 -0400
From: "Terry Carlino" <carlino@home.com>
Subject: Re: First Imperium settlement patterns 

>The only thing that bugs me about this is that the "friendly" environments
>tend to contain life, which the weak Vilani biological sciences might have
>trouble dealing with.  "Unfriendly" environments have the benefit of being
>sterile, and in that sense are easier to settle.

If the life is the result of a separate evolutionary pattern then things
like diseases are not a problem. I've always held the view that except on
Vargr worlds, which might have some other Terran species transplanted by the
Ancients, bacteriological and viral pathogens do not present much of a
hazard. I sort of handwave the unsuitability of food in such an environment.
Strictly speaking if the bacteria can't attack you then the animals and
plants shouldn't be safely digestible either. At various times I've used the
"such food is specially processed" excuse or the "genetically tailored
symbiotic in the offworlders intestine" excuse. Pretty lame but better than
wiping out the PC's every time they land on a new planet with some horrible
disease they can't possibly have an immunity to.

Terry C

All that is Gold does not glitter
Not all who travel are lost

------------------------------

Date: Fri, 6 Aug 1999 19:23:03 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Hitchhikers Guide on CD

>Zane, I see what you mean with the 3 listings of Hitchhiker's Guide CD; 2
>seem to cost 14 pounds and the other (unavailable) costs 38.  I'm totally
>confused.  Makes me wonder what the other two are about..


Oh, the expensive one really *does* contain the answer* to Life, The
Universe and Everything.

Nick
- ---
(*and the question)

------------------------------

Date: Thu, 05 Aug 1999 20:20:35 +0200
From: Volker Greimann <volker@greimann.de>
Subject: Re: re Gen Con UK

At 09:59 05.08.99 +0100, you wrote:

>How many we have ready depends on how smoothly the layout etc goes. I would
>bet on three, not four releases.
Hmmm, seems about the right time for another mail-order. Be sure to tell us
what is out when...

>>Grr, makes one wish one could be there. Why-o-why does WoTC not have a Gen
>>Con on the mainland as well, btw?
>
>I believe there is a BeNeLux Gencon annually?
Since when? Do you know where I can find information on that?
Volker
- ---------------------------------------------------------------------
Volker A. Greimann --- http://www.greimann.de --- volker@greimann.de

------------------------------

Date: Thu, 05 Aug 1999 20:14:55 +0200
From: Volker Greimann <volker@greimann.de>
Subject: Re: Yet more filk

At 23:44 04.08.99 -0900, you wrote:

>You had hills!  Why when I was young hills had not 
>yet been invented.  We had to crawl out of our pools
>of tidal scum, holding our breath (lungs had not
>yet been invented either) to reach another pool
>of tidal scum, on the other side of Pangea, where
>you could find games.

>You had _stores_ ? (much less phones).  Why when I was young games
>were not available in stores.  Stores had not been invented yet.
>I had to carve early character sheets into the sides of
>trees 
>using only a fulsom point.

>You had paint ?!  Why when I was young paint had not yet
>been invented.  We had to mark our odd shaped rocks with
>our own circulatory fluids.  When we were done we had to
>wait for an earthquake to roll the dice since hands had
>not been invented yet either.

Well, YOU were lucky.

When I was young, GAMES hadnt even been invented yet.
To have fun, we had to wait for someone to stumble to get a laff.
 
Volker
- ---------------------------------------------------------------------
Volker A. Greimann --- http://www.greimann.de --- volker@greimann.de

------------------------------

Date: Thu, 5 Aug 1999 19:36:37 +0100
From: "Peter L.S. Trevor" <ptrevor.trisen@zetnet.co.uk>
Subject: Re: Hitchhikers Guide on CD

Jory Earl wrote:
> Zane, I see what you mean with the 3 listings of Hitchhiker's
> Guide CD; 2 seem to cost 14 pounds and the other (unavailable)
> costs 38.  I'm totally confused.  Makes me wonder what the
> other two are about..

I may have a possible answer to this.  I do not own the  CDs  but
do own the following:

- - A set  of  6  cassettes  containg  all  12  original  broadcast
  episodes (both series) ... 30min each episode.

- - A double LP record containing series 1 (upto but not  including
  "The Restaurant At The End Of  The  Universe")  completely  re-
  recorded with superior effects and music ...  with  some  minor
  plot alterations and tweaks as well.

- - A single  cassette  of  "The  Restaurant  At  The  End  Of  The
  Universe" completely  re-recorded  with  superior  effects  and
  music ... with some minor plot alterations and tweaks.

(I don't know if series 2 was ever re-recorded ... I hope  so  as
the re-recorded series 1 is genuinely much better.)

So, when buying THHGTTG the first question is  what  version  are
you actually getting.  I *suspect* that the two cheaper  listings
are for the re-recorded series 1  (parts 1 and 2)  and  the  more
expensive listing is for the complete  original  broadcast  (both
series) ... but I could be wrong.



Regards PLST
"Rome wasn't burned in a day."

------------------------------

Date: Thu, 5 Aug 1999 15:16:07 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Hitchhikers Guide on CD

Pter, I hope you are wrong about the CDs offered.  I went ahead and
purchased one of them..Even at all the savings I figure a cost in american
dollars of at least 30.
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Thu, 5 Aug 1999 15:48:30 -0400 (EDT)
From: Imaginactra <russcm@shell.zoomnet.net>
Subject: Re: Yet more filk

You all are lucky, us first ones didn't even get to be young, let alone
play games and crawl out of pond scum and watch ppl stumble (as gravity
hadn't even been invented yet).

On Topic: In an ageless society, like the Droyne, how is young and middle
age truly defined? Droyne do have a distinction, of course, of the
castings, but for casted individuals, there would be distinctions which
corespond to "greenhorns" and "old-timers".

On Thu, 5 Aug 1999, Volker Greimann wrote:

> At 23:44 04.08.99 -0900, you wrote:
> 
> >You had hills!  Why when I was young hills had not 
> >yet been invented.  We had to crawl out of our pools
> >of tidal scum, holding our breath (lungs had not
> >yet been invented either) to reach another pool
> >of tidal scum, on the other side of Pangea, where
> >you could find games.
> 
> >You had _stores_ ? (much less phones).  Why when I was young games
> >were not available in stores.  Stores had not been invented yet.
> >I had to carve early character sheets into the sides of
> >trees 
> >using only a fulsom point.
> 
> >You had paint ?!  Why when I was young paint had not yet
> >been invented.  We had to mark our odd shaped rocks with
> >our own circulatory fluids.  When we were done we had to
> >wait for an earthquake to roll the dice since hands had
> >not been invented yet either.
> 
> Well, YOU were lucky.
> 
> When I was young, GAMES hadnt even been invented yet.
> To have fun, we had to wait for someone to stumble to get a laff.
>  
> Volker
> ---------------------------------------------------------------------
> Volker A. Greimann --- http://www.greimann.de --- volker@greimann.de
> 

------------------------------

Date: Thu, 05 Aug 1999 19:31:50 +0100
From: John Buston <John.Buston@tesco.net>
Subject: Re: First in subsector listing

>In the tradition of Classic Traveller, my First In program can generate listings of
>subsectors. Below is my proposed listing format - and an example. I present it for
>comments:

It doesn't show the number of stars, the Stellar types or which star the hab
world is orbiting. I assume that the data is presented at a lower level. For the
scout campaign I am currently running, the star information is the first
information my players would have, then Gas Giants, and then if they are lucky
the position of a few inner planets.

Any chance we could define our own format for the output? Alternatively if you
output in spreadsheet acceptable format then we could create our own "style
sheets" to rearrange data into personally preferred formats. In fact you could
include a few default ones with the app for different uses (e.g. CT UWP, scout
oriented, merchant oriented, military oriented).

I also noticed that your average planet size is around 3500 miles whereas I
calculated that the average should be at least 4100 miles (Based on 52% 2d6-4
and 48% 2d6-2 for the primary star). This implies that there are a quite a few
life zone planets in your list orbiting M class secondary & tertiary stars. 
Is this true?

------------------------------

Date: Thu, 05 Aug 1999 14:49:05 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Habitable worlds in the Spinward Marches (long)

I looked at the data (GENIE 2nd Survey) and came up with evodence to
support the 'People move to garden worlds' theories.

I defined a 'habitable' world as having a thin, standard or dense ATM,
basically one that we can breathe unaided, and having 1 or greater
HYD..ya gotta have free water.

this is what I get for the Spinward Marches

All of the Spinward Marches	
TotalNumWorlds	TotalPop
439		9.99891E+11
	
Only habitable worlds (ATM 5-8, Hyd > 1)	
TotalNumWorlds	TotalPop
180		8.92027E+11

# worlds	% Population
41.00%		89.21%

So, almost 90% of the population is living on less than half of the
worlds listed.

For the entire Imperium  I get the following:

Entire Imperium	
TotalNumWorlds	TotalPop
13471		5.54803E+13
	
Only habitable worlds (ATM 5-8, Hyd > 1)	
TotalNumWorlds	TotalPop
4920		3.00813E+13

# worlds	% Population
36.52%		54.22%

Does this mean that the Imperium as a whole lives on uninhabitable
worlds?

No, I just think it means that the the survey data is bad. The program
used to create the Second Survey data suffered some clear problems with
random number generation (cf. Mark Gelina's artcle on collapsing worlds
in Challenge 76) The Spinward Marches has more of it's population on
'habitable' worlds than any other sector, by almost 15%. (The lowest is
Magyar, with only 22% of it's population living on such worlds.)

Here is the breakdown sorted by sector

#Worlds	Pop	HabW	HabPop	%Wld	%Pop	Sector
- ----    ------- ----    ------- ---     ----    --------------
485	1.8E+12	168	1.1E+12	35%	60%	Alpha Crucis
553	2.5E+12	218	1.4E+12	39%	54%	Antares
545	1.6E+12	224	1.0E+12	41%	62%	Core
267	1.2E+12	110	7.8E+11	41%	66%	Corridor
560	2.5E+12	210	1.2E+12	38%	48%	Dagudashaag
453	2.1E+12	161	1.5E+12	36%	72%	Daibei
486	1.4E+12	161	9.6E+11	33%	68%	Dark Nebula
346	7.5E+11	107	3.4E+11	31%	46%	Delphi
386	1.8E+12	144	9.7E+11	37%	54%	Deneb
446	1.2E+12	161	4.8E+11	36%	41%	Diaspora
400	1.4E+12	156	8.9E+11	39%	65%	Ealiyasiyw
310	1.4E+12	115	1.0E+12	37%	75%	Empty Quarter
517	2.5E+12	186	1.2E+12	36%	49%	Fornast
350	1.6E+12	133	9.9E+11	38%	62%	Glimmerdrift Reaches
533	1.9E+12	203	1.1E+12	38%	61%	Gushemege
436	2.0E+12	149	1.0E+12	34%	53%	Hinterworlds
392	1.0E+12	140	4.7E+11	36%	45%	Hlakhoi
413	1.6E+12	158	8.8E+11	38%	56%	Iwahfuah
387	1.9E+12	151	9.7E+11	39%	51%	Ley
601	2.5E+12	221	1.3E+12	37%	54%	Lishun
516	2.8E+12	149	6.3E+11	29%	22%	Magyar
528	1.6E+12	204	9.8E+11	39%	60%	Massillia
426	2.7E+12	178	1.5E+12	42%	53%	Old Expanses
123	3.9E+11	45	2.4E+11	37%	61%	Reft Sector
108	4.6E+11	38	1.5E+11	35%	32%	Riftspan Reaches
451	2.2E+12	196	1.4E+12	43%	64%	Solomani Rim
451	3.1E+12	143	1.6E+12	32%	50%	Spica
439	1.0E+12	180	8.9E+11	41%	89%	Spinward Marches
470	2.4E+12	114	7.5E+11	24%	32%	Staihaia Yo
327	1.6E+12	108	7.4E+11	33%	48%	Trojan Reaches
234	1.5E+12	97	7.2E+11	41%	50%	Verge
532	1.3E+12	192	9.4E+11	36%	71%	Vland
						
- -- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

------------------------------

End of Traveller-digest V1999 #921
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