Rules for fleshing out balkanized worlds? Carlos (02 May 2014 11:40 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Andrew Staples (02 May 2014 17:58 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Andrew Long (02 May 2014 18:43 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Timothy Collinson (04 May 2014 20:16 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (04 May 2014 22:46 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Bruce Johnson (05 May 2014 21:51 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Freelance Traveller (06 May 2014 14:52 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (06 May 2014 20:33 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Kenneth Barns (05 May 2014 22:07 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Bruce Johnson (02 May 2014 18:38 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 19:34 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Kelly St. Clair (02 May 2014 20:04 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Bruce Johnson (02 May 2014 20:20 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 22:27 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 22:20 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Timothy Collinson (02 May 2014 21:39 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Bruce Johnson (02 May 2014 22:34 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 22:48 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (03 May 2014 16:09 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (03 May 2014 17:02 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Ian Whitchurch (03 May 2014 22:57 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Timothy Collinson (03 May 2014 19:22 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 22:33 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Richard Aiken (04 May 2014 06:18 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Timothy Collinson (02 May 2014 19:23 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese (02 May 2014 22:13 UTC)
Re: [TML] Rules for fleshing out balkanized worlds? Ros Knox & Michael Barry (03 May 2014 08:43 UTC)

Re: [TML] Rules for fleshing out balkanized worlds? Phil Pugliese 04 May 2014 22:46 UTC

I am somewhat surprised that the Law Level shown in the world's UWP has no effect on the rolls for each major power's Law Level.
I suggest then that we assume that the world's Law Level shown in the world's UWP is the Law Level at the extrality line at the primary starport, & therefore one of the majors powers be required to have a Law Level = to the level shown in the world UWP & therefore the primary starport is presumed to be located w/i that major power.
Alternatively, as a special circumstance, a minor power could be created w/ that Law Level & the primary starport located there.

--------------------------------------------
On Sun, 5/4/14, Timothy Collinson <xxxxxx@port.ac.uk> wrote:

 Subject: Re: [TML] Rules for fleshing out balkanized worlds?
 To: "xxxxxx@simplelists.com" <xxxxxx@simplelists.com>
 Date: Sunday, May 4, 2014, 1:16 PM

 I've just been
 having a look at them as I tried to design my own rules to
 accomplish what you wanted.  Having had a reasonable stab
 at it I decided they were about as inelegant as an inelegant
 thing could be.

 So I looked up WBH rules to see what they'd
 done.   Here they are:
 p.78///quoteRoll 1D-1 to
 determine the number of major governmental powers on the
 world.  Distribute the world's population UWP among the
 various governments.

 Next, roll 2D-7+(world population UWP-1) to
 determine the local government type of each rival
 government.  Ignore and reroll a result of 7.
 Finally, roll 2D-7+local government type to
 determine the law level of each rival government.

 Treat each rival government as an independent
 world government when using these rules to detail a
 government.  Therefore, follow the rules in this section
 *for each government* to arrive at its detailed
 organization.

 Example: A balkanized world has a population of
 75,400,000.  Rolling 1D-1 yields 5, giving us five major
 rival governments on the world.  We arbitrarily distribute
 the population between them as follows: 1) 40 million, 2) 15
 million, 3) 10 million, 4) 7 million, 5) 3 million.

 Rolling for each rival government's type we
 get: 1) a 5 gov type, 2) a 5 gov type, 3) a 4 gov type, 4) a
 3 gov type, and 5) a B government type.
 Rolling for each rival government's law level
 we get: 1) a 9 law level, 2) an 8 law level, 3) a 3 law
 level, 4) a 7 law level, and 5) an E law level.

 ///end quote
 I like the simplicity of this - although it
 doesn't quite do what you want it to WRT to GOV and LAW
 being affected by one another (or TL for that
 matter).

 I like that it says 'major' powers so you
 always have the option of lots of minor ones if you
 wish.
 Not so fond of it only allowing 1D-1 powers as it
 would be harder to replicate Earth's 200+ (although
 obviously a huge number would be minor).

 My scheme didn't have '7' as a GOV
 type rerolled but in effect further subdivided that country
 so that lots of minor countries were possible.
 I also note they bypass the whole 'apportion
 the pop between countries' by just making a referee
 decision about it.

 Having had a play with this, I would either use
 WBH as is for balkanized worlds, or just design each one by
 hand for whatever effect I wanted to achieve.  Unless
 someone can come up with something a lot more elegant than
 my poor effort!

 tc

 On 2 May 2014 19:30,
 Carlos <xxxxxx@gmail.com>
 wrote:

 <sigh> That's the one I've never
 been able to track down. $ 100 is a bit too much. Thanks
 anyway. I thought somebody had posted rules here at some
 point.

 Carlos Alos-Ferrer
 Professor of Economics, University of Cologne
 http://www.decisions.uni-koeln.de

 On Fri, May 2, 2014 at 7:58
 PM, Andrew Staples <xxxxxx@gmail.com>
 wrote:

 This won't help you if you don't have
 it, but I use the rules in DGP's World Builder's
 Handbook.

 http://www.amazon.com/World-Builders-Handbook-Megatraveller-Fugate/dp/B000GBSGZE

 On 2 May
 2014 15:40, Carlos <xxxxxx@gmail.com>
 wrote:

 Has anyone developed rules for
 generating gov-law-tech-pop codes for multiple states in
 balkanized worlds, given the world UWP? I seem to remember
 some discussions in the list and even somebody writing on
 this at some point, but after some quick searches I came
 away empty-handed.

 One could just generate several UWPs with fixed
 physical data, and also use the "Governments"
 article on Freelance Traveller for more detail. I was
 thinking of rules which do not treat each government
 independently, but rather determine whether there are
 dominant powers and how many, then flesh them out. There are
 global constraints to consider. For instance, total world
 population needs to be split up among countries, law level
 needs to be somewhat consistent with that of the countries
 (A pop-weighted average? That of the largest country? That
 of the country hosting the main starport?). Also, if there
 are exactly two dominant countries/blocks in a planet, it is
 unlikely that one is hi-tech, hi-pop and the other one
 low-tech, low-pop, so there ought to be modifiers.

 A different (and easier) problem is to generate
 balkanized worlds from scratch, aggregating the individual
 countries to a world UWP afterwards. I am looking at the
 inverse problem, but any info on the topic is welcome. I
 might have missed published sources, I owe a lot of MT
 material and some Gurps but have mostly missed new
 developments as Mongoose.

 Thanks in advance.

 Carlos
 Alos-Ferrer
 Professor of Economics, University of Cologne
 http://www.decisions.uni-koeln.de

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