Traveller (Mongoose Games) - Google Documents

Created by Roger Cooper

This spreadsheet generates random worlds for the RPG Traveller (Mongoose Games edition). The spreadsheet does not use the system from the book exactly. The computer is used to generate a smooth range of possiblities. In some cases, the system has been altered to better simulate our current knowledge of planetology & sociology. The values in the C column on the profile sheet are used internally and should be ignored unless you want to change formulas.

The random name generator uses syllable lists from the Star Wars RPG

The book system tends to create Mars-sized worlds, even though our solar system contains 2 Earth-sized ones. Earth-sized worlds
are more likely to be habitable. The spreadsheet just a flat distribution of diameters out to 16,800km

Surface Gravity
This is interpolated from diameter with a random factor reflecting differences in density

The standard method for determining atmospheres is used, with adjustment for very small worlds.

A random list using World Builder's Handbook and GURPS First In

Pressure is interpolated randomly

Zone Modifier
Position within habitable zone. +4 inner edge, -4 outer edge. Randomly-chosen

Modified version of RPG system. Equator/Polar temps from World Builder's handbook

Axial Tilt
This set to an median result of 22.5 degrees. The seasonal temperature variation is maximum, it will be less near the equator.
Axial tilts >45 degrees will have unusual results. Temperatures will be more influenced by season than by latitude.

Modified version of RPG system with extremes reduced.

Earth-Like World
These are worlds with breathable atmospheres, average temps between 0 and 30, H20% between 30 and 95 and gravity<1.25, day < 96 hr
Such worlds are rare and heavily populated.

Natives could have evolved locally, came from elsewhere or be modified humans. In any case they are well adapted to the environment
The aliens have traits assigned from the animal & alien tables. Contradictory results could mean different life stages.

Notable Animal
An animal of note. Based upon the animal encounter tables.

Population uses the Hard Science modifiers, with additional modifiers for climate.
Natives ignore unfavorable modifiers.

Government & Tendency
The government system in Traveller is a mess. Bureaucracy is not really a government type, it is simply the method by which large
organizations operate. Representative democracy is a rare government type generally found a low-population worlds while in the real
world it is the most popular method government. The distinction between charismatic government and non-charismatic government
seems to be its approval rating. However, I feel constrained to use the Traveller classifications, albeit with much interpretation.

The key question in government is who makes the final decision. There are basically only 3 options:
1 individual: Dictatorship
A group: Oligarchy
Most of the population: Democracy

The tendency can be use to clarify the government type. In a bureaucracy, it tells you what the official government is. For other types
it can clarify the detail. A Representative Democracy with 1-Man rule is probably high-centralized with few checks on the elected leader
(like the UK). A dictatorship which is broadly-based is probably operating in the context of some sort of elections, with the possibility
of removing the leader through electoral means.
Note that tension between government type and tendency can be the source of a good adventure.

The group role in government if any, can provide insight into a governments policies. Dominance tends to be more informal than exclusion.

Law Level
The law level is primarily about weapons. Contraband is folded into the customs table.

Note that if a group is mentioned it probably has significant numbers or power.

How fully a world is involved in the interstellar community. Values <=10% probably indicate a world interdicted by outsiders or its
inhabitants or simply uninterested in off-world contact.

Technology is influenced by participation and the overall tech level.
The tech level shown is the level of goods generally available.

Starports are based upon participation and population.

Bases are based upon starport. Note that only TAS & Consulates are always on the mainworld, the others may be elsewhere.

Fighting Style
The preferred way that the locals deal with problems. If the method is too high-tech, there are probably off-world mercs or elite troops
with off-world equipment. If to low-tech, it is probably used for ceremonial purposes or a sidearm or sport.

Leading Export
A guideline for thinking about a world's economy.

Military Strength
A rule of thumb would be that police/security/militia type forces constitute 1% of the population. Full-time soldiers would be only .1%
of the population of a peaceful world, but one with serious threats might have 1% under arms. The maximum effort would be about 10%.
Space forces and planetary defenses might have a cost of 10KC per person. This might be divided almost any way between
spaceships and planetary defenses. A threatened world could easily have x5 the forces.

Max TL reflects the general level of the interstellar community. It defaults to 15.
Chance of natives determines how like aliens will be.

Travel Codes
This system does not specifically support travel codes. Participation <.1 is probably a red zone. Amber zones are generally the result
of culture, but anarchy, tainted or corrosive atmosphere, no population, law levels of 0 or 9, gravity >1.5, pirate base or participation
<.2 make an amber zone likely.

Trade Codes
I didn’t bother with this. Use the leading export to help understand the economy.

Final Note
Do not hesitate to adjust the world's characteristics to make it more interesting.