My Wormhole Map: Traveller

Thomas Bowman

First Post
But even so there's adjacency. There is no way, for example, to pick two hexes in your map that are currently far apart and just arbitrarily decide there's a wormhole connecting them. For a given number of star systems, the vast, overwhelming majority of all possible "maps" are not possible with this representation.

Well actually you can, you can have the same star system occur more than once on the map in a different hex.
 

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Thomas Bowman

First Post
The map is more or less of a flow chart, it is organized that way to make it more easy to understand, showing which wormholes from which star systems lead to other star systems. I am making a chart showing the star system profiles with stars, distance of main world from primary, distance of wormhole from primary. I have worked on some worlds, but the chart is not complete yet, but I've included some data below.

Here is my partial list of worlds:
Hex AO B1 Tanfana: Starport C- Routine quality; Diameter 6 - 5,768 miles (9,281 km); Atmosphere 4 - Thin tainted; Water surface 9 - 92%; Population 3 - 4,714 humans; Government 3 - Self-perpetuating oligarchy; Law level 0 - No prohibitions; Tech Level 9 - Interplanetary era; Distance from primary 6.35 AU; Primary type B0-9 IV, V, VI; Distance of wormhole from primary 200 AU; http://www.solstation.com/stars2/regulus3.htm

Hex AO B2 Hretha: Starport C - Routine quality; Diameter 4 - 4,365 miles (7,023 km); Atmosphere 1 - Trace; Water surface 4 - 35%; Population 1 - 97 humans; Government 0 - No government structure; Law level No prohibitions; Tech Level 8 - Fusion era; Distance from primary .29AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 720 AU; http://www.solstation.com/stars2/cm-dra3.htm

Hex AO B3 Hathor: Starport D - Poor quality; Diameter 5 - 5,086 miles (8,183 km); Atmosphere 4 - Thin, tainted; Water surface 5 - 48%; Population 8 - 584,240,471 humans; Government 8 - Civil service bureaucracy; Law level 8 - All weapons prohibited; Tech Level 5 - Industrial era; Distance from primary 15 AU; Primary type A0-9 IV, V, VI; Distance of wormhole from primary 300 AU; http://www.solstation.com/stars3/xi-sco5.htm

Hex AO B4 Thoth: Starport X - No Starport; Diameter 5 - 4,673 miles (7,519 km); Atmosphere 3 - Very thin; Water surface 1 - 5%; Population 0 - 0 (uninhabited); Government 0 - No government structure; Law level 0 - No prohibitions; Tech Level 6 - Atomic age; Distance from primary 0.026 AU; Primary type K0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/lhs1565.htm

Hex AO B5 Beyla: Starport C - Routine quality; Diameter 8 - 7,821 miles (12,584 km); Atmosphere 7 - Standard, tainted; Water surface 9 - 92%; Population 5 - 914,092 humans; Government 7 - Balkanization; Law level * - Varies with nation; Tech Level 9 - Interplanetary era; Distance from primary 0.43 AU; Primary type G0-9 IV, V, VI; Distance of wormhole from primary 130 AU; http://www.solstation.com/stars/hr4458ab.htm

Hex AO B6 Anuket: Starport E - Frontier installation; Diameter 3 - 2,734 miles (4,399 km); Atmosphere 0 - Vacuum; Water surface 2 - 22%; Population 5 - 748,035 humans; Government 5 - Feudal technocracy; Law level 2 - Portable energy weapons restricted; Tech Level 9 - Interplanetary era; Distance from primary 1.5 AU; Primary type G0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars2/lam-ser.htm

Hex AO B7 Gullveig: Starport C - Routine quality; Diameter 7 - 7,167 miles (11,532 km); Atmosphere 7 - Standard, tainted; Water surface 6 - 62%; Population 0 - 8 humans; Government 0 - No government structure; Law level 0 - No prohibitions; Tech Level 7 - Information age; Distance from primary 1.1 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/dpavonis.htm

Hex AO B8 Melii: Starport B - Good quality; Diameter 4 - 4,230 miles (6,806 km); Atmosphere 3 - Very thin; Water surface 1 - 14%; Population 1 - 15 humans; Government 0 - No government structure; Law level 0 - No prohibitions; Tech Level A - Interstellar era; Distance from primary 0.06 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/gl176.htm

Hex AO B9 Isis: Starport D - Poor quality; Diameter 6 - 6,064 miles (9,757 km); Atmosphere Thin, tainted; Water surface 4 - 36%; Population 3 - 7,117 humans; Government 6 - Captive government; Law level 8 - Long bladed weapons are controlled; Tech Level 2 - Iron age; Distance from primary 1.1 AU; Primary type G 0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars2/rho-crb.htm

Hex AO BA Medros: Starport C - Routine quality; Diameter 2 - 1,774 miles (2,854 km); Atmosphere 1 - Trace; Water surface 3 - 27%; Population 1 - 76 humans; Government 2 - Participating democracy; Law level 3 - Military weapons restricted; Tech Level 6 - Atomic age; Distance from primary 0.7 AU; Primary type G0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars2/85peg3.htm

Hex AO BB Coeus: Starport C - Routine quality; Diameter 8 - 7,793 miles (12,539 km); Atmosphere 8 - Dense; Water surface 4 - 35%; Population 6 - 6,798,115 humans; Government 9 - Impersonal bureaucracy; Law level A - All weapons are prohibited; Tech Level 3 - Renaissance; Distance from primary 0.064 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU;http://www.solstation.com/stars/gl849.htm

Hex AO BC Brown dwarf: N/A. http://www.solstation.com/stars/u722-05.htm

Hex AO BD Nanna: Starport C - Routine quality; Diameter 5 - 4,821 miles (7,757 km); Atmosphere 9 - Dense, tainted; Water surface 8 - 84%; Population 9 - 2,092,693,385 humans; Government 4 - Representative democracy; Law level A - All weapons are prohibited; Tech Level 7 - Information age; Distance from primary 0.93 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 750 AU; http://www.solstation.com/stars/ross154.htm

Hex AO BE Gabrus: Starport B - Good quality; Diameter 5 - 5,428 miles (8,734 km); Atmosphere 8 - Dense; Water surface 3 - 27%; Population 7 - 27,578,688 humans; Government 7 - Balkanization; Law level * - Varies with nation; Tech Level 9 - Interplanetary age; Distance from primary 14 AU; Primary type K0-9 III, II, Ia, Ib; Distance of wormhole from primary 50 AU; http://solstation.com/stars2/aldebaran.htm

Hex AO BF Hariassa: Starport D - Poor quality; Diameter 2 - 2,309 miles (3,715 km); Atmosphere 0 - Vacuum; Water surface 0 - 0%; Population 1 - 24 humans; Government 5 - Feudal technocracy; Law level 5 - Concealable firearms are prohibited; Tech Level 6 - Atomic age; Distance from primary 0.19 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/la21185.htm

Hex AO BG Brown dwarf: N/A. http://www.solstation.com/stars/wise0855.htm

Hex AO BH Horus: Starport B - Good quality; Diameter 8 - 7,781 miles (12,520 km); Atmosphere C - Insidious; Water surface A - 100%; Population 9 - 7,210,893,812 humans; Government D - Religious dictatorship; Law level A - All weapons are prohibited; Tech Level 7 -Information age; Distance from primary 0.8 AU; Primary type K0-9 IV, V, VI; Distance of wormhole from primary 80 AU; http://www.solstation.com/stars/70ophiu2.htm

Hex AO BI Crius: Starport A - Excellent quality; Diameter 8 - 8,003 miles (12,877 km); Atmosphere 8 - Dense; Water surface 8 - 79%; Population 9 - 9,193,640,136 humans; Government B - Non-charismatic leader; Law level 9 - No weapons are allowed outside of one's residence; Tech Level A - Interstellar era; Distance from primary 12 AU; Primary type M0-9 III, II, Ia, Ib; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars2/gacrux2.htm

Hex AO BJ Forseti: Starport E - Frontier installation; Diameter 7 - 6,860 miles (11,038 km); Atmosphere 5 - Thin; Water surface 9 - 92%; Population 2 - 214 humans; Government 0 - No government structure; Law level 0 - No prohibitions; Tech Level 5 - Industrial age; Distance from primary 0.54 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/barnards.htm

Hex AO BK Freyr: Starport C - Routine quality; Diameter 6 - 5,523 miles(8,887 km); Atmosphere 8 - Dense; Water surface 5 - 50%; Population 3 - 2,765 humans; Government 4 - Representative democracy; Law level 1 - Body pistols and poison gas are prohibited; Tech Level 7 - Information age; Distance from primary 0.74 AU; Primary type K0-9 IV, V, VI; Distance of wormhole from primary 1200 AU; http://www.solstation.com/stars2/83leo2.htm

Hex AO BL Loki: Starport B - Good quality; Diameter 9 - 8,511 miles (13,694 km); Atmosphere 7 Standard, tainted; Water surface A - 100%; Population 5 - 755,780 humans; Government 1 - Company/corporation; Law level 1 - Body pistols and poison gas are prohibited; Tech Level 8 - Fusion era; Distance from primary 1.3 AU; Primary Type G0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars2/hr8734.htm

Hex AP B1 Saegon: Starport B - Good quality; Diameter A - 9,505 miles (15,294 km); Atmosphere 8 - Dense; Water surface A - 90%; Population 4 - 69,656 humans; Government 5 - Feudal technocracy; Law level 6 - Most firearms are prohibited; Tech Level A - Interstellar era; Distance from primary 0.45 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU; http://www.solstation.com/stars/gl229.htm
 
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Thomas Bowman

First Post
Ahh....ok. Got it.

Still, that seems...unwieldy.

Well considering how hard it is to represent systems in 3 dimensions, having wormholes gets around that, and I get to represent that on a 2 dimensional map as a flowchart, rather that have to falsely position stars on a 2-d surface, and then give each starship an FTL drive aka Jump Drive. Here the star systems are in 3 dimensions, but the wormholes connecting them have nothing to do with the actual positions of the stars in 3 dimensional space in relation to each other. If you look at the map I provided, at the bottom in the white section are a list of all the star systems that are going to be referenced, next to each star system is a three digit number, and in placing star system on the map and the list, I rolled d188 (three d10s disregarding any result above 188) so the systems are actually placed randomly, I also rolled to see how many wormholes in each system with a probability for each edge of a hex, and if the dice indicated a wormhole, I drew a line on the map connecting the two hexes. Some times I rolled the same number more than once. I went over the list to eliminate duplications, I also kept a list of those systems not used, and whenever I found a duplication, I substituted an unused system for it instead. Still their are some duplicate systems rolled after than, when I substituted all the unused system once, I just let the duplicate remain. I think I'll do something interesting for Barnard's Star where the planet Forseti is located, the link for the solsystem entry for Barnard's star says that star is coming closer to out Solar System and will reach a minimum distance of 3.8 light years in the year 11,800 CE. Wormholes as I said before can also connect across time, so how about I make this Barnard's star in that year? There are 214 humans on that planet, lets suppose it is a small settlement, and one of them has a telescope, and he just happens to look a our Solar System and he sees this:
ringworld1024x768.jpg

This future Solar System is 3.8 light years away, and their are no wormholes leading to it in this time, their are wormholes that will get you to the 25th century Solar System, but not the Solar System in the year 11,800 AD which is the time, this Barnard's Star is in with wormholes connecting to it. The astronomer reported this discovery, but the only way to reach this system in order to check it out is by a slower than light starship, its possible to build a starship powered by antimatter which can reach a high fraction of the speed of light, but antimatter is extremely expensive to make, and a government can only afford to send a small starship with an experimental antimatter engine, a small crew can be hired to pilot this starship, and then go into their low berths to pass the time while the starship travels for 3.8 years to get to this future Solar System to conserve life support and food for this tiny ship, with enough antimatter to then make the return trip back to Barnard's star and report their findings, This represents a Kardashev type 2 civilization, and it presumed to be way in advance of any of the systems connected by the wormhole network. Telescopic measurements have determined via Doppler shift that this ringworld rotates once every 9 days and is 1 astronomical unit in radius and 1 million miles wide.
 

G

Guest 6801328

Guest
This is begging for a software implementation. The same data could drive both a directed force graph (trivial to implement) as well as a 3D model...with toggle-able lines to represent wormhole connections...for your viewing pleasure (pretty, but less useful, and a bit harder to implement).

And then looking at your catalog of star systems, it occurs to me that if you could create some rules for system generation, plus a long (long...) list of names, you could randomly generate galaxies. Then the GM would tweak and edit to suit.

The generation rules would be a combination of random rolls (either flat distribution, or curved/weighted as desired) with secondary roles being biased by the first. For example, type of government might affect weapons laws, wealth and tech level might affect starport quality, etc. Tertiary factors might be derived from primary and secondary: a wealthy but low-tech world might be the equivalent of a national ("galactic") park.

Popping up a level, the random rules would first generate stars and planets. Only "habitable" planets would get the above treatment (including having names assigned from the list), but other resource-rich ones might get mentioned. Some star systems would be completely dead, but maybe they end up being a nexus of useful wormholes. Or useless and isolated, but on the map anyway.

I haven't actually played Traveler, or any sci-fi RPG, for decades, but this is sufficiently interesting that I might tackle it in a few months when I have some free time....
 

Thomas Bowman

First Post
This is begging for a software implementation. The same data could drive both a directed force graph (trivial to implement) as well as a 3D model...with toggle-able lines to represent wormhole connections...for your viewing pleasure (pretty, but less useful, and a bit harder to implement).

And then looking at your catalog of star systems, it occurs to me that if you could create some rules for system generation, plus a long (long...) list of names, you could randomly generate galaxies. Then the GM would tweak and edit to suit.

The generation rules would be a combination of random rolls (either flat distribution, or curved/weighted as desired) with secondary roles being biased by the first. For example, type of government might affect weapons laws, wealth and tech level might affect starport quality, etc. Tertiary factors might be derived from primary and secondary: a wealthy but low-tech world might be the equivalent of a national ("galactic") park.

Popping up a level, the random rules would first generate stars and planets. Only "habitable" planets would get the above treatment (including having names assigned from the list), but other resource-rich ones might get mentioned. Some star systems would be completely dead, but maybe they end up being a nexus of useful wormholes. Or useless and isolated, but on the map anyway.

I haven't actually played Traveler, or any sci-fi RPG, for decades, but this is sufficiently interesting that I might tackle it in a few months when I have some free time....

There are rules for generating random star systems in the Classic Traveller Scout book, which I have a copy of, and maybe some other versions of Traveller do it better or worse, but in the above example, I am using real star systems and what we currently know about them with the links to the solsystem website, basically we know about the stars and a few of their planets mainly mass and orbit. There are about 188 stars on this list, and if you notice on my map some of the wormholes go off the edge of the map, so I could use a program that randomly generates star systems, but for now mostly I'm interested in the mainworld. The solsystem website gives the habitable zone of each star, and its important that each habitable world is located somewhere within the habitable zone, even if it isn't habitable. The Earth's Moon, for instance, is located within the habitable zone of its star, but it isn't habitable.

The ringworld system (a future Solar System) is not connected by this wormhole network, that way I leave it up to the GM as whether to include this in his campaign or whether it just remains something to look at in the night sky of Barnard Star, getting there is expensive, so either a government, or a very rich person would have to foot that bill, now a ship that takes the PCs to it might or might not be available depending on the whims of the GM. A round trip to and from that system would take at least 8 years of campaign time with an antimatter ship or 80 years with a conventional fusion powered ship, as the maximum speed for those starships is 10% of the speed of light.

I thought I might mention this YouTube video by Isaac Arthur, it has a lot of ideas about how to build a ringworld, and I'm using some of them here, though I'm not saying which ones.

https://youtu.be/yk-Ivm9MhYs
 
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Thomas Bowman

First Post
I think I will mention that this setting has all the standard Traveller ship. Scout/Courier, Free Trader, Subsidized Merchant, Subsidized Liner, Yacht, Mercenary Cruiser, and Patrol Cruiser, the main difference is these don't have jump drives. The have a standard of 4 weeks running time. The 1-g maneuver drives can reach a maximum velocity of 1210 kilometers per second after accelerating for 2 weeks, and have remaining fuel sufficient to come to a stop after decelerating for another two weeks, 2-g maneuver drives also come with fuel tankage to operate for 4 weeks and can accelerate to a maximum of 2,420 kilometers per second, the 3-g maneuver drives can reach a maximum velocity of 3,630 kilometers per second, 4-g drives can reach 4,840 kilometers per second, the 5-g maneuver drive can reach 6,050 kilometers per second, and the 6-g maneuver drive can reach 7,260 kilometers per second with standard fuel tankage Standard fuel tankage is 10% of the ship's volume times its maneuver drive number thus a 6-g starship would need to devote 60% of its internal volume to fuel, which is liquid hydrogen, this gets you up to 7,260 kilometers per second, which is about 2% of the speed of light, to get to the theoretical maximum of 10% of the speed of light, you need to build a 5-stage starship, and you would need to discard the 4 stages enroute for a one way trip to the ringworld, and it would take 40 years to get there by this method, not a cheap way to go, neither is antimatter, but it gets you there in 4 years instead. These engines are fine for maneuvering within a star system however. The wormholes mostly predate the human settlement of these star systems, an alien race which long ago uploaded their minds to machines built them.
 

practicalm

Explorer

Thomas Bowman

First Post
I tried opening it, but it asked me what program I wanted to open it with, so I picked notepad and got gibberish. I didn't pick the location of the wormholes randomly by the way. By default they are about 50 AU from the primary, but in the case of multiple star sytems, I want to put the wormhole further out so it can orbit both stars. The reason they are out there, at least the in game reason, is if they explode they convert their entire mass into energy, and I am assuming the mass of the wormhole is about the size of a medium sized asteroid, you you kind of want them a safe distance away. Essentially a wormhole is made up of separated virtual particle pairs, plus and minus the mass of a star so it creates an opening wide enough that one can travel through, those masses mostly cancel out so the net positive mass is that of an asteroid. If you send too much mass through a wormhole, the wormhole collapses and explodes. The masses at both ends of the wormhole need to be in a rough balance. If you send something through a wormhole, then the mass that you sent through that wormhole stays with the mouth that the object entered, and when it leaves through the other end, that mass is subtracted from the mouth that the object exited. To balance that out, you need to send something back through the wormhole in the other direction. If you don't do that then the mass of one wormhole mass will go down to zero while the mass at the other mouth will double, the wormhole collapses, so the zero mass wormhole mouth simply ceases to exist, on the other end where the wormhole mass has doubled, that mass gets converted into energy and it explodes with a shower of photons and elementary particles with high energy, a sort of mini big bang if you will, and you don't want that to be anywhere near any inhabited planet.

However if you don't really care, a wormhole can be located anywhere, even on a planet's surface for instance. The lower the mass of the wormhole, the more likely it is to be destabilized, as you need less mass passing though it to do it.

That is the in game reason. The metagame reasoning, is I need a reason for people to use spaceships to get to those wormholes, those wormholes need to be remote for that purpose. If I through that out, then I could have a dungeon with a bunch of corridors and rooms located on many different worlds, connected together with wormholes one can walk through. There would be smaller wormholes than the ones which allow passage of a spaceship, and it would be a different sort of game if I did that of course. There is a series of books called The Dungeon which is based on that premise.
 

practicalm

Explorer
[MENTION=39199]thomas[/MENTION] Bowmen
The files I pointed you to are a .rar you just need a program to open .rar files. Once it is opened it's a .exe program

I built a PERL script to something similar if you are having trouble with .rar files you might not be set up for a PERL development environment either.

Another program to look into is http://graphviz.org for managing links. This would allow you to define your system links so you didn't have multiple systems on your map. You can link systems and it will attempt to draw a clean map based on your links.
 

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