Showing posts with label traveller. Show all posts
Showing posts with label traveller. Show all posts

Sunday, April 2, 2017

Space Gaming - 2d vs 3d maps

A discussion group on Facebook that talks about Traveller related items has been talking about 3d mapping vs 2d mapping.  I am a big fan of Classic Traveller (1977) and its derivative games.  Those include MegaTraveller, T4, T20, T5 and Mongoose Traveller.  One of the things about them, however, is that going back to the original, they render star maps in a 2d fashion, typically on a hex grid.  Let me say, that I am a big fan of the 2d representation, because it is not true (form a Physics sense) but it does represent a presentation of game/setting information in an intuitive and extremely useful format. What could be better?

On a Traveller map, the first thing you will notice is hexagons, some with "world systems" marked in it.  Each hexagon represents a parsec (roughly 3.26 light years), and any parsec that has a solar system in it that is potentially of interest, has a marker on it showing such.  This is a nice reality on the space involved, for each hexagon might be home to several solar systems (if a denser region of the galaxy, this might be a higher number), or it might be void.  But regardless, only "interesting" systems are marked.  That means, systems that either might have a civilization/colony on them, or might represent the possibility for such.

Regina Subsector - from the Traveller Wiki

But the maps are in 2 dimensions.  Originally they were in simple black and white, and these days it is common to find them in color, with the various regions and system colors indicating some details.  But the maps are still on a 2d hex grid.  So on the example above, the planetary system Forboldn is 1 hexagon away from Knorbes, which means an approximate 1 parsec difference between them.  This is great for the game, because the interstellar capabilities of the ships are measured in the ability to 'jump' between points of normal space, that are limited in (because of the technology involved) distances of roughly 1 parsec.  So a jump-1 ship could travel from 1 hexagon to another (a vast distance) in the space of a week - but that makes this rendering of the starmap very useful for game navigation.

But what about a 3d version of space - you know since space is basically a 3 dimensional construct, and all that...  Well, there have been some game maps that have done a good job on this.  I would like to talk about three, briefly, but in the light of a tabletop gaming constraint.  That constraint is that the map should be able to be printed out and passed around at the table, as an artifact to be consulted during game play.  A very nice 3d map on a computer that can be rotated, zoomed in and out of, is fabulous, but of more limited use during tabletop gaming.  In computer gaming, however- but that is a different story.  On to the examples I have.

Space Opera
In the game Space Opera, the materials that were released by Fantasy Games Unlimited (the publisher of the game) were often placed on planets in their published Sectors.  These were regions of space, published as game setting modules, that featured a number of planetary systems in a cube of space.  The examples below are from The Mercantile League (which, if I recall, is Star Sector Atlas #2).

The maps were published in their 8.5x11 Star Sector Atlas books, and the scale (which required the use of a ruler on the page to determine distances) was typically 1mm to 1 light year.  So you get out your ruler, determine that two worlds are 36mm apart from each other on the page, and you say "They are 36 light years apart".   Without having to use X and Y coordinates, and without having to do the Pythagorean Theorem calculation -- square root of ((x1 - x2)^2 + (y1 - y2)^2).


But, the 3d portion comes in with the fact that each world had a positive or negative measure (in light years, or LY) above or below the plane of the map.  So, taking the difference of these two gives you a second measure, the difference in the Z coordinate between the two points.  So now, with the X/Y measure in hand (the distance on the page), and the Z measure (calculated from +/- height differences) you can get the absolute 3d difference by again applying pythagoras as above.

The game publications gave you, in each Star Sector Atlas, a basic travel distance table that listed the distances (and some game economic factors) for the pairings of the more interesting/important worlds within the sector, so the distances were already calculated.
Finally, the last thing that was provided, in terms of a mapping assistant, for the FGU Space Opera Star Sector Atlas products, was the map showing the common space lanes (i.e. - the ones described in the "Fares and Cargo Rates" table).  This was simply the sector map with star lanes drawn on it.

Pros/Cons of the FGU method - these are easy enough to understand, and having the Z coordinate on the map makes for an easy transition to 3d.  As always, with a 2d depiction of 3d space, the map can be illusionary in some instances, where there is a sharp Z difference between two points that are otherwise (X/Y) close on the map.  These maps are nice because there is no real grid (they would come, later, with an Index, matricing a number vs. a letter axis, to make finding planets a little easier), but the obverse of that coin is that you need a ruler graduated in millimeters (or would have to convert inches, each to 25.4 mm), in order to find distances that are not on the quick look up table.

Universe
The SPI effort to enter the roleplaying game market was with the game Universe.  Universe had three very nice things going for it.

  1. The character generation sequence had a great way to compare physical stats for characters from different geophysical planetary backgrounds (i.e. - difference in physical parameters based on the planetary environment you were born/raised in). 
  2. The starship construction/combat rules were very nice (describing a setting with generally common ship hulls, perhaps as in the Niven Ringworld universe, but with different modular components), as you might expect from an experience board game publisher that had devised printed several sets of starship combat rules by the time the RPG arrived.  In this case it is the DeltaVee game.
  3. The 3d space map of the area roughly in a sphere of about +/- 25 light years around Earth.

This article is interested in discussing the space map.  It worked, in concept, very similar to the map from FGU but with some important differences.  It incorporated iconography and color (as do the more modern Traveller maps) to indicate something about the stellar systems mapped.  In the case of Universe the colors correspond to the stellar sequence.  Different from the FGU Space Opera maps, it used a graph/grid to show the location of the worlds, so you did not need to use a ruler to find the difference of planets. But it did mean you had to apply Pythagoras.  One of the nicest things about the Universe map is the fact that it included the X,Y and Z coordinates for each system.  Also, Earth/Sol is at (0,0,0) so measure to other worlds from Earth is pretty easy to do.


Finally, the third method of showing a 3d space on a 2d map is from the old Metagaming science fiction empire building game, Godsfire.  This game represented three dimensional space on a hex map.  The measurements for space were abstracted (slightly) and objects pressed on to a hex map, to make counting and measuring movement and disances between star systems to be quite easy (just count the hexes).  The Z component was brought in by making sure that each hexagon only represented the space at the plane of the map.

Within the hexagon, there was a series of 11 spaces, 5 representing levels below the map, 1 representing the planar level of the map, and five representing levels above the map.  As this was a map for a multiplayer wargame, moving objects on the map was necessary, and could be accommodated by moving the object (ship, fleet, etc) by moving it "up" or "down" within a single hex, or from hex to hex (arriving at the same level in the new hex, as the level that you departed the old hex from.

Pros/Cons - It is abstracted (as mentioned), and not as precise as the other methods, but it is certainly quick to navigate and move pieces around in.  Very simple and straightforward for campaigning and wargaming.
As you can see from the image, each "hexagon" is actually represented as a square, but using offset rows, means each is spatially related to the six around it (essentially a hexagon).  And the spiral showing the levels (from +5 down to -5) within the hex.  Very convenient.

This map was used by a group I played in years ago, as the campaign map for a Leviathan wargaming campaign.  It was an elegant way to do three dimensions, and it was very interesting to see players get surprised by a fleet that appeared similar, only to realize that it was at +4, and they were -3, adding (effectively) 7 more spaces of difference between the two fleets.

So, there.  Three different methods of doing 3d mapping, on a 2d space, with different pros and cons for each.

If interested in this topic, I can (not strongly enough) recommend Winchell Chung's page on 3-D Starmaps over at his Project Rho website.  Winch is a wargamer and artist and generally interested in the intersection between science and sci-fi and gaming, and his web pages are chock full of the most excellent information.

Monday, July 7, 2014

Traveller Amber Zone - Sword Dance

There was a good looking Amber Zone contest over at Amber Zone.  Unfortunately, with my travels (real life) lately, I missed the submission date.

Here it is - set inside one of the two super powers on the balkanized world of Margesi in the Vilis subsector of the Spinward Marches.


Amber Zone - Sword Dance (1105, Margesi/Vilis)
Location: Western edge of the Chergen Mountains, in People's Republic of Gome (PRoG)


Patron: Commander Sinew, Imperial Naval Intelligence, contacting the travellers clandestinely, in the Kingdom of Evariidi, or perhaps the Margesi starport.

Mission: Travel to the western edge of the Chergen Mountains, contact some of the local clans of Chergen cossacks, who never fully assimilated into the People's Republic. One in particular, Katrinka the Knife, has agreed to serve as a guide. She knows the location of a Sword World Military cache buried underground, at the old Gram Star-Militia troop site - situated to provide a training cadre for the capitol city of Isenstadt, on the other side of the Mountains. When Gram controlled Margesi for the Sworld Worlders, Isenstadt was the world capitol, and home of the main starbase. The cache has unknown amounts of military supplies buried in protected containers, but of interest to the Imperial Naval Intelligence, are some memory tanks with technical details of a Sword World missile frigate being designed 20 years ago, and now coming into production.

Payoff: The Intelligence officer will offer some consideration in removing past offenses from the records of the travellers, and also agrees that they can keep half of all the military stores they uncover, with the other half going to Katrinka the Knife, and her band of Cossack warriors.

Complications: The location is deep inside a militarized Soviet style country that is still very loyal to the Sword World, even though 20 some years ago, the planet came back into Imperial protection. Also, the location is rural and hazardous (the cache is in a rocky highland valley). Dealing with the Cossacks is not going to be easy, and in fact, to prove themselves the players will have to spend a night successfully carousing with the band (Carouse or Liaison skill test to be successful), and one of the members of the group will have to try the sword dance (Art: Dance, modified by Dex). Three dice rolls are required, of successful harder difficulties (6+, 8+, 10+) representing faster and faster Cossack music. If the player passes all three, the Cossacks are completely loyal allies, lesser results will have the Cossacks being less tightly allied to the players.

Reaching the cache is tough enough (survival and mountaineering may be required), but occasional patrols of PRoG solders (flak, autorifle, hand grenades) may cause additional problems. The extremely rough terrain precludes the use of long-range radio, but after 2 or 3 days the loss of PRoG army patrols will be noticed.

The cache is underground, inside a small bunker complex. Katrinka knows the location of the entrance, but not how to get in. The complex is protected by a series of TL10 security measures. The stash includes the digital memory tanks for the Intelligence officer, as well as dozens of TL10 small arms; cloth armor; ammo; and most important, a dozen each of TL10 communicators and TL10 medikits.

The special challenge for the travellers, will be escaping with the goods. On the way out of the area, with whatever stash they can carry on horseback (or vehicles if they risk it), they (and Katrinka's band of cossacks) will be attacked by another band of Cossacks, intent on thieving the goods. They will be armed with a variety of small arms, but not grenades or armor. They make up for their lack of armor in excellent ambush skills and fieldcraft.

Saturday, October 5, 2013

Great reviews of old Amber Zone articles

The blog Deep in the Stacks has had some really good reviews of old Amber Zone articles.  Amber Zones were articles (first in the Journal of the Traveller's Aid Society, then elsewhere) that detailed the outline of an adventure.  They would describe the situation, the patron, the payoff, and the basic activities that the players would have to go through.  As well as, often, a series  of possible complications or outcomes. In short, it is an outline for a game scenario. for the GM to use to run a self contained adventure.


What the author of Deep in the Stacks (one of my favorite blogs - combines gaming with orthodox Christian philosophy and other stuff, like a love of books) has added to his reviews is some additional information that might be relevant to the GM of today who is going to pick up the adventure and run it.  Like in the article reviewing the adventure "Ticket to Swords" by Robert Camino.  The blog author has crafted a very nice map of the setting for the adventure (which features the players serving as officers of a mercenary unit that gets hired to train some locals to defend against a rebel uprising). 

I can recommend two things - first, follow Deep in the Stacks, and second, never give up on the goodness of those old adventures.

Sunday, August 11, 2013

Traveller Tuesdays - T5 based System Generation Modification


Following the split that took place earlier, I am posting Content articles over at The Etzina Passage, but alternative Rules articles (and reviews) here on Gaming with Chuck. This is an alternative (or house) rules article. It has to do with a modification to the Mongoose method of rolling up system contents (other than the main world). It has been inspired by my investigation of the new T5 from Marc Miller.

As a modification to the system contents developed earlier, here, this is an alternative method to develop the nature of the worlds within the different orbitals, inspired by the work in T-5 (pages 426-443).

Once the various orbitals are filled, follow the rest of the procedure shown earlier, for determining the location of left over planetoid belts and gas giants, and then for developing the location of significant bases.

Inner Zone Occupied Orbital


2d6 - Check against following
Double 1 - Gas Giant (if exists)
Double 6 - Companion Star, place in last orbit of system, ignore (reroll) future Double 6

Otherwise, look at lowest of the two dice.
diceResult
1,2Roll on Inner Zone world table
3Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise
4,5Roll on Inner Zone world table
6Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise

Inner Zone World table
diceWorld
1Worldlet
2Inferno
3Secondary World
4Big World
5Storm World
6Rad World


Chance for satellite?
Gas Giant - 1d-1 (significant satellites)
If 0 is rolled exactly, there is a ring (only)
Otherwise, then 1d6 (3+) chance for ring
Other Inner Zone worlds - 1d-5
If 0 is rolled exactly, there is a ring.

Inner Zone Satellite table
diceSatellite
1Worldlet
2Worldlet
3Inferno
4Secondary World
5Storm World
6Rad World
7Big World
+1 to dice, if checking for
a Gas Giant satellite


Habitable Zone Occupied Orbital


2d6 - Check against following
Double 1-5 - Gas Giant (if exists)
Double 6 - Companion Star, place in last orbit of system, ignore (reroll) future Double 6

Otherwise, look at lowest of the two dice.
diceResult
1,2Roll on Habitable Zone World table
3Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise
4,5Roll on Habitable Zone World table
6Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise

Habitable Zone World table
diceWorld
1Worldlet
2Inferno
3Hospitable World
4Big World
5Storm World
6Rad World

Chance for satellite?
Gas Giant - 1d-1 (significant satellites)
If 0 is rolled exactly, there is a ring (only)
Otherwise, then 1d6 (3+) chance for ring
Other Habitable Zone worlds - 1d-4
If 0 is rolled exactly, there is a ring.

Habitable Zone Satellite table
diceSatellite
1Worldlet
2Worldlet
3Inferno
4Hospitable World
5Storm World
6Rad World
7Big World
+1 to dice, if checking for
a Gas Giant satellite


Outer Zone Occupied Orbital


2d6 - Check against following
Double 1-5 - Gas Giant (if exists)
Double 6 - Companion Star, place in last orbit of system, ignore (reroll) future Double 6
If total of 2d6 is greater than orbital, then Gas Giant (if exists)

Otherwise, look at highest of the two dice.
diceResult
1,2Roll on Outer Zone world table
3Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise
4,5Roll on Outer Zone world table
6Planetoid belt, if possible, or Size 1 world (Worldlet) otherwise

Outer Zone World table
diceWorld
1Worldlet
2Ice World
3Ice World
4Big World
5Ice World
6Rad World

Chance for satellite?
Gas Giant - 1d-1 (significant satellites)
If 0 is rolled exactly, there is a ring (only)
Otherwise, then 1d6 (3+) chance for ring
Other Outer Zone worlds - 1d-3
If 0 is rolled exactly, there is a ring.

Outer Zone Satellite table
diceSatellite
1Worldlet
2Worldlet
3Ice World
4Secondary World
5Storm World
6Rad World
7Big World
+1 to dice, if checking for
a Gas Giant satellite


World Types

For all of these different world types, if it is not a Main world, then it will only have a Space Port, rather than a Star Port, otherwise generate as if a Main World. Maximum Population is Main World POP -1.
Wordlet
Size = 1d6-3. Otherwise, generate normal sequence.
Secondary World
Population -4; Hydrographics -4. Otherwise generate normal sequence.
Ice World
Population -6. Otherwise generate normal sequence.
Storm World
Size=2d6; Near constant high winds and storms. Atmosophere +4; Hydrographics -4; Population -6. Otherwise generate normal sequence.
Rad World
Size=2d6. Extremely high radiation. POP=0, GOV=0, LL=0. Otherwise generate normal sequence.
Big World
Size=2d6+7. Otherwise generate normal sequence.
Inferno
Spaceport = Y (no facility). Size=2d6. Atmosphere=B (Corrosive). Hydrographics=0. POP=0, GOV=0, LL=0.
Habitable World
This is a world that could be a candidate for a Main World.

Spaceports

Non Mainworld Spaceports are generated like this:
Roll POP - 1d6. Results are:
2- Spaceport F (Good facility, minor repairs, unrefined fuel) - Downport, good quality terminal.
3 Spaceport G (Poor facility, superficial repairs, unrefined fuel) - Downport, basic terminal.
4,5 Spaceport H (Basic facility, no repairs, no fuel) - Landing slab and a beacon
6+ Spaceport Y - same as Starport X

If there is an Orbital Facility, then it is automatically Spaceport G or higher. If there is a Surface Facility, then it is automatically Spaceport H or higher.

Friday, August 2, 2013

Writeup on Sphere Fenix - First posting on new Traveller Blog

The first of the new posts over at The Etzina Passage has been posted, this is an introduction to the stellar nation that the Etzina Passage is within - Sphere Fenix. A little bit has been written about the history, and the government.

Tuesday, July 30, 2013

new Blog for traveller posts

I have been posting a lot recently on my Traveller game setting.  I have decided to move that away from the Gaming with Chuck blog and to set up a separate blog, on that setting, called The Etzina Passage.  I'll get back to regular postings of game reviews and new rules and so on, here on Gaming with Chuck shortly...

The Etzina Passage

While I intend to publish campaign (and setting) information over at The Etzina Passage, I'll still do product reviews, and alternate rules (etc) here at Gaming with Chuck.  Traveller Tuesdays marches on.
 

Monday, July 29, 2013

Traveller Tuesdays - System Details for Baiti (Ark/0202)


System Details - Baiti (Ark/0202)

Baiti      0202 B475436-C  S Ni        620 Sx
UWP:B475436-CLocation:Crucis Margin/0202System:Baiti
Starport:BGood Starport (Shipyard: Spacecraft; Repair: Overhaul; Fuel: Refined)
Planetary Size:4Small (e.g. Mars) (5,600-7,199km)
Atmosphere:7Standard (tainted)
Hydrosphere:5Wet World (45 - 54% water)
Population:460,000
Government:3Self-Perpetuatlng Oligarchy. (Government by a restricted minority, with little or no input from the masses)
Law Level:6Moderate Law (All firearms except Shotguns)
Tech Level:CAverage Interstellar Community
Base(s):Scout Base (Sphere Fenix)
Zone:Green: Unrestricted
# of Planetoid Belts:2# of Gas Giants:0
Marlan Primate Embassy, Kreft Outpost in the distance, on planet Baiti

It turns out that the Baiti system, which orbits around a giant red star named Beta Aurelis, consists of 8 interesting orbits.  Although not conclusive, stellar physicists believe that there were originally four other occupied orbitals, that have been consumed by the expanding star over the millenia.

Orbit 1 - The first one, within the inner zone, contains a size 7 terrestrial world, known as Bleak, with two moons (Fault and Past).  Bleak is interesting, and normally would be completely scorched and barren, but its rotation means that the same side is almost always facing towards Beta Aurelis, so there is a very hot side, and a dark side.
  • The band of twilight in between the two is very interesting.  The twilight zone of Bleak is home to some very interesting, pre-human ruins.  These were first discovered by the early colonists from Terra, but have never been satisfactorily explored.

Orbit 2 - The next orbit out is already in the habitable zone, but still within the jump shadow of Beta Aurelis.  This is a very small world, size 1, called Mite.  Mite has a natural satellite, Gnat, which is only slightly smaller.  The two have almost a coequal orbit around each other, but Mite, because of its slightly higher mass, remains the centroid (although it is wobbly).  Mite has no atmosphere and no free standing liquids.
  • Mite has some very interesting crystalline formations in subsurface caves.  This has attracted a large (pop 7,000) processing facility to have been erected.  The entire facility is located in underground habitations, called Vinci Base.  It is run by the NamTek corporation. The value and properties of the crystals is kept under extreme secrecy.

Orbit 3 - The first orbit outside the jump shadow of the primary, is the world of Baiti itself - the main world of the system.  It is a size 4 world, but the natural atmosphere and hydrosphere make it a rare gem of a world.  Baiti has two moons, Tut and Ramses.
  • Baiti features a B class star port, with a down port located at Kreft Outpost (the largest point of habitation, with a population of 8,000, mainly a startown around the port), and also a high station called Laughing Fish Orbital Starport.  The name Laughing Fish has some (forgotten) relevance to the early Chinese settlers of this system, from old (pre-Rule of Man) Terra.  
  • In orbit around Baiti is a dispersed manufacturing facility, owned by Posix, a company that makes artificial metals and high strength metal foams (grown in microgravity).  The facility houses 7,000 employees and family members, but is spread over a dozen different facilities.  Much of the spaceship traffic in orbit around Baiti are Posix shuttlebugs flying back and forth between the different stations.
  • Ramses is the home to a sizable Sphere Fenix Scout Base, which also operates the observation crew on the research lab in orbit over Frost, and the X-Boat courier station out in the Shank Ruin asteroid belt.  
  • Tut is the home of a Marlan Primate missionary colony - they operate a very large TL-12 hospital, called Serene Harmony Station.  The missionary colony has a staff of 10,000, mostly technicians and medical staff, but also family members, and an entire meditation temple, with hundreds of monks.  The hospital has its services offered free of charge, but the Brothers and Sisters of the Temple along with Elder Farnush who runs the temple, refuses to allow weapons on the station.  Armed ships docking at the station (which is in orbit around the moon Tut) must agree to weapon-locks while in orbit at the station.  The Government of the Marlan Primate operates an embassy on the planet (Baiti), and this is under control of the secular government, not the temple.  It is located some distance from Kreft Outpost, but is in constant communication.

Orbit 4 - The next orbital out, also within the habitable zone, contains the ice world Frost, size 3.  Frost has no natural satellites.
  • Frost is currently under interdiction because of an out of control scientific research project, originally run by the Araminta Scientific corporation, now under control of the Science Directive of the Sphere Fenix Scout Service.  Araminta Scientific built the orbital lab, Research Station K-Nova (staff of 40), and from there introduced robotic agents into the biosphere on the surface of Frost.  These self-replicating machines quickly got out of hand, and began building amazing structures on the surface.  The company maintains their innocence, and claim that something "took control of the robots".  The station is now watched over by Scout Service personnel, and the planet (Frost) is under patrol (aerial only, not surface).

Orbit 5 - The fifth orbital of interest contains another small rock, similar to Mite, called Little Erg (size 1 rocky world).  It has two smaller satellites, Lance and Fount.
  • Lance has some interesting geo-thermic properties (especially for such a small body), and a small remote station is operated there, by a skeleton crew (and robots) of NamTek corporation personnel - they collect energy, and use it to provide for NamTek starships coming into system.  This is often a point of contention to the operators of the Baiti starports, who see it as lost profit.

Orbits 6,7 - The sixth and seventh orbitals contain asteroid belts.  Both of these are still within the habitable zone.  It is guessed that both were once planets, but that something catastrophic happened to them.
  • Char Belt is home to Harbison Stadium - a major grav ball facility, with training camps, multiple arenas, hotels, restaurants, and facilities for tournaments featuring up to 12 teams.  The local team is sponsored by the Scout Service academy, and this is their home stadium.  The Sphere Fenix Scout Service team are called the "Hummingbirds" and have had a winning record in recent years.
  • Shank Ruin Belt is home to an X-Boat courier base, Waymark Station, operated by the Scout Service.

Orbit 8 - Finally, the eight orbital, outside the habitable zone, and in the outer zone, is the planet Fatal.  Fatal is the same (roughly) size as Baiti, but it is so far away from Beta Aurelis, that it is not really suitable for large scale colonization.  Fatal does not have any natural satellites.
  • The dark and cold surface of Fatal conceals an underground facility known as the Chalmers School.  It is operated by a very old committee of trustees, along with a staff of about 80 (faculty and technicians).  The students are the sons and daughters of noble land owners from Baiti as well as other worlds, who are to be educated in the fine, old traditions of Vilani style noble house traditions.  This includes, as well as traditional education in liberal arts, math and sciences - also important skills such as courtly graces, fencing, poison detection and so forth.


The population of 60,000 Sphere Fenix citizens that call Baiti home live, mostly, dispersed over the northern continent of the planet.   The largest concentration (8,000) is at Kreft Outpost, which is mostly a startown surrounding Baiti Downport.  The planet government comes under the rule of the Humas household, with Duke Yancy Humas IV as the current ruler.  House Humas controls government house at Kreft Outpost, and is in theory due the tax receipts of the inhabitants, and serves as a go between providing Sphere Fenix with news from their Marlan Primate neighbors through the embassy here, and providing the Marlan Primate secular government (operating through their Earthly Heaven corporation) with access to Sphere Fenix mercenary troops.

The remaining 52,000 live in dispersed colonies across the northern continent, in communities centered around family-bond units (consisting of sometimes a dozen or more adults in a "contract marriage" arrangement, with multiple generations of children and extended family members - more like a small company or village than a traditional family).  These are largely self-sufficient, augmented by robots, and seek to harvest the sylph weed that grows across the northern climes.  These family-bond units are somewhat nomadic, following the floating seas of sylph weed waiting for it to come into bloom for the harvest, and avoid upsetting the delicate balance of the ecosystem, prefer to ride the giant tarbants (8000kg beasts, used for riding and pulling vehicles and loads).

The southern continent is home to a minor race, the Racivi - a short, slender race of beings appearing like a flightless bird, but with evolved arms and hands replacing wings.  They have a society of clans and chiefs, and live at approximately TL-2.  They are not especially fond of humans.

Here is a map of the main world.  Kreft Outpost is located at "A".  The northern continent is at "B", and the southern continent is at "C".


Saturday, July 20, 2013

Traveller Tuesdays - Planetary Map for Nibok (Ark/0302)



[It's not Tuesday, but still - some Traveller material from my ongoing development of the 10 systems in the Etzina Passage]

Quoted from the original posting on the Nibok System, we know this about the main world:
Nibok itself is a small world, the surface is reasonably diverse, with spread out mountains following the edges of the planet plates.  There are three major seas, and the population (100 million) is located mostly in the cities surrounding the seas.  The three seas are the Calmly Sea, the Serene Sea, and finally the Placid Sea.  The various cities are all controlled by a centrally controlled bureaucracy.  Appointments are by technical examination, and the senior organizing council are chosen by retired workers by bi-annual lot.  The main city, Choden (population 30 million), is home to the organizing council.  The main starport is an island in the middle of the Serene Sea, and is connected to a number of the surrounding population centers by a network of public high-speed tube trains.  The groups of cities around each of the three seas are all also so connected.
Taking a look at the map, we can see the three seas, and some other details.  Each hex here is 96km across.  The population, as you can see, is highly concentrated in 9 cities representing 76 million of the total planetary population (100 million).  The remaining population is located in much smaller settlements, and approximately 10 million represent a demographic that has decided to inhabit the lands in and around the central forests just south of the Glynn Jungle.  This population are called the Harp Climbers. These make their home in tree houses, in the towering multi-trunked Harp trees common to the region.  A Harp tree is a lot like a banyan tree from Earth, except that Harp trees can have trunks that each perhaps 20-25 feet in diameter, and the tree itself is massive, towering almost to the heights of a Giant Redwood from Earth.  The canopy of a single Harp tree can be hundreds of meters across, and multiple families are likely to have complex structures built in the extensive branch and trunk structures of one of these giants.


First, there are a number of major geographical features that are named.  These include:
  1. The Calmly Sea - with the polar ice flows at the northern tip, and the hilly Knotly rainforests at the southern tip.  Location of the Northern Fold of Cities.
  2. The Serene Sea, with Losel Island at the center, home to Losel Downport (the main starport of the world). Location of the Central Fold of Cities.
  3. Viron Mountains - home to many mining ventures by various corporations.
  4. Treacle Mountains - many toxic vents from the geothermic activity throughout this volatile border between planetary plates keep much life from this area.
  5. Glynn Jungle - a pre-sentient race of reptilian bipeds occupy much of this jungle.  To the immediate south, as the land dries out, and the vegetation becomes less dense, the giant Harp trees are home to the Harp Climber tribes of humans.
  6. Sobear Mountains - Unlike the Treacle Mountains in the northern hemisphere, these towering peaks are home to a wide variety of different types of life.  Very popular as a hunting destination, for leisure.
  7. Fannon Jungle - Curious ruins (pre-human) are located here.
  8. The Placid Sea - Main source of foodstuffs for the 100 million inhabitants of Nibok. Location of the Southern Fold of Cities.
In addition to the various geographical features, there are also a number of main settlements on the world.  As mentioned, the world is under a single, centrally controlled, bureaucracy.  The majority of the population, however, live in a number of cities.  Here are the names, and a few details.

  1. Dorji City (5 million)
  2. Losel Downport
  3. Choden City (30 million) - Seat of the planetary government (the Shrove Council)
  4.  Sonam  (3 million)
  5. Sangay (20 million) - Built around Sird Temple, seat of the Zen-Sird Religion
  6. Kencho (8 million)
  7. Dawa Port (3 million)
  8. Chencho (2 million)
  9. Sherig City (3 million)
  10. Lopen  (4 million)
The four southern cities (Dawa Port, Chencho, Sherig City and Lopen), all around the Placid Sea, are referred to as the Southern Fold, and the three cities along the coasts of the Calmly Sea (Sonam, Sangay and Kencho) are referred to as the Northern Fold.  The two cities of Choden City and Dorji City, along with Losel Downport, are referred to as the Central Fold.  Losel Downport, and the accompanying starport city on the island surrounding it, are under the direct control of the Sphere Fenix Port Authority, but are still considered part of the Central Fold when the population of locals that work at the starport are part of the conversation.

Tuesday, July 16, 2013

Traveller Tuesdays - Etzina System Map



While the system details of Etzina have already been presented, and a map of the main world has already been presented, here is a graphical version of the system map, with some more details on the contents.

The 6935 Mao Xiu System (Etzina, Ark/0401)

System: Etzina (0401 A454979-E)
Star: 6935 Mao Xiu (Jump shadow extends past first three orbits)
  1. (IZ) Schofield (Small Ice World) Size 2 (inside Jump shadow)
  2. (IZ) Isenberg (Small Terrestrial World) Size 3, 2 moons (inside Jump shadow)
  3. (HZ) Kannaday (Terrestrial World) Size 7 (inside Jump shadow)
  4. (HZ) Etzina (Terrestrial World) Size 4, 1 moon
  5. (HZ) Toranz (Large Terrestrial World ) Size 5, 2 moons
  6. Asteroid Belt
  7. (OZ) Erco (Large Terrestrial World) Size 6, 1 moon
  8. (OZ) Bermey (Large Ice World) Size 9
  9.  (OZ) Shaloob (Planetoid) Size 2
IZ is the Inner Zone (planets generally too hot/radiated to support life)
HZ is the Habitable Zone (planets with a magnetosphere may support life)
OZ is the Outer Zone (planets generally have too little solar energy to support life)

Schofield is itself not inhabited, but in orbit is Research Station Meyrs, which is an educational facility run by the Viron corporation, out of Norunis City on Etzina.  It is trained to support the education of terraforming engineers and scientists, and they are working on a long term project to give Schofield an artificial magnetosphere.  The station has a population of 30 inhabitants - 10 professors and scientists and 20 students.

Isenberg has a major colony (Optic City) on its surface, with a population of 8 million.  Rather than being under the control of the main world (Etzina) in the system, this colony is leased by the Sphere Fenix government itself.  Its purpose is to operate a "duty free trade port" apart from the main starport in the system, which is associated with the city state of Norunis on Etzina.  Most of Optic City is underground, although there are a few hardened domes on the surface.  The main part of the Starport (which is rated as a B class starport) is on the surface (Sanders Downport), but there is also an orbital facility (Chen-Sanders Highport).  On the first moon of Isenberg, Mandi, there is a very large wind facility (Mandi has a strange chemical mix of an atmosphere, but it also has almost constant high speed wind currents), that generates and then broadcasts its power to a series of relay satellites.  This (multi-gigawatt) operation is what powers Optic City and the starport.

Kannaday operates an orbital solar power station (with 700 Naval personnel and contractors) for the Sphere Fenix Navy.  The captured electricity is is used to charge high capacity chemical batteries and then shipped off to Haven Station, in orbit around Torranz.

Etzina itself has six main political units - the six major city states (ranging in size from 75 million at Kraits Polis, to 180 million at Norunis).  In orbit around Etzina is one of the main operations that represents a cooperative effort between the six city states - the Ford-Basel Power Station - a solar power station that provides ample, free power to the six city states.  The Power Station is an orbital facility, with a crew of 4,000 workers, it is a large, dispersed facility.  Other than the orbital docking bays of the main starport (operated by Norunic city, under Starport Authority permission by Sphere Fenix), the other major orbital facility around the main world is a series of microgravity medical facilities (Chandler Research Hospital).  This is operated by the Maisen Medical School (Maisen was the first colony on Etzina, and remains the oldest city state).

Sindar, the moon of Etzina, has a private research lab in orbit around it. The lab is owned by by a patent company, owned Ling Standard Products (a mining and materials megacorporation centered in the Imperium), and the facility is called the Chung-Hayden Materials Lab.  It is concerned with nano-assemblers that can take raw matter and automate the construction of artificial materials with heightened strength.  The facility has a regular population of 20.

The Sphere Fenix Navy operates Haven Station - a major orbital naval weapons facility in orbit around Torranz.  There are not civilian facilities in or around Torranz, and other than Naval ships the world is considered to be a red zone to all other traffic.  The population of the orbital facilities (which are quite large, and include a variety of defense capabilities including system boats, weapon satellites and so forth) is approximately 600,000.  The Sphere Fenix Navy regularly operates passenger service for duty personnel, to and from the six cities on Etzina and Optic City on Isenberg.

The asteroid belt, which is simply called the Mao Xiu Belt, features a series of three inter-supporting astrophysics educational facilities, operated by the Mardt Science University (Mardt is one of the cities on Etzina).  The largest facility, Jung Observatory has a population of 700, on the surface of asteroid RP-691.  The other two, Jung Annex (population 50) and the Cotter Data Center (population 30) are station keeping free fall facilities.

The planet of Erco is rich in certain heavy metals, and an extraction facility (operated by Mul-Cheats Inc., the Ling Standard patent company that also operates the research lab at Sindar) has grown up there to mine and ship the product.  The population of the facility on the surface is approximately 900,000 (a full colony, with families and civic structure, but under company control), but the mined product are then launched into orbit by accelerator, where an orbital reclamation facility captures them for transport.  The orbital facility (Erco Port) is also a colony, with a further population of 100,000.  The population of the whole Erco system keep to themselves, speak Vilani rather than the mixture of Solomani languages used in the rest of the Etzina system, and view themselves as ex-patriates of the Imperium.  The world and its moon are held under patent by Mul-Cheats, Inc.

No one has found any reason, so far, to exploit Bermey.  Additional surveys of the world are constantly called for by the various city states of Etzina, yet nothing has happened yet.  It may be a political hot potato.

Shaloob is the home to an orbital communications station - a private courier service called Holder Services, that runs couriers within the Etzina system, and also stages for commercial pickup and delivery by ships from outside the system.  The station, called Holder/Etzina Station, has 20 workers and is a largely automated station (the crew are augmented by automatic systems in the station, and a variety of robots).

Wednesday, July 10, 2013

Traveller Tuesdays - Planetary Map, Etzina (Ark/0401)


Mapping the home world of a system gives both the referee and the players something to consider when they think of that system, and the sorts of in-game activities that can take place there.

Taking the basic information that was generated for Etzina as the basis, the following map was generated for the planet.


Each hex is 128km across.  There are some key physical features (notably, oceans and major mountain ranges) marked, as well as the capitol cities of the six main political bodies.
A - Sea of Delights
B - Mare Tiffany
C - Mare Huey
D - Mare Cottage
E - Mare Glamis
F - Graham Mountains
G - Molineux Mountains
H - Braithwaite Mountains

1. Norunis ("Megacity One") - Population 180million
2. Mardt Arcology ("The Hive") - Population 130million
3. Kraits Polis - Population 75million
4. Flodden Arcology - Population 85million
5. Maisen ("The First Colony") - 110million
6. Frigina Polis - Population 150million

One of the curious features of Etzina is that the combination of small diameter, extreme mountains, and the very thin atmosphere, has meant that the climate and weather have eliminated the polar caps.

A small world (diameter 4) with such a high population (1billion) has come about because of the extremely dense population cities that are the heart of the various "nations" on Etzina.  Each of the original colony sites has become a city-state in its own right.  There are an additional 250-300million inhabitants outside the city states - these are nomads, argrarians, and dwelling in much smaller habitations (small cities, towns, etc).

Each of the city states represents an area where the marked hex, and the surrounding land hexes, are dominated by huge spiraling structures (even though some of the cities may have started out as a single arcology structure, the population demands have led to clusters of arcologies).

Tuesday, June 25, 2013

Traveller Tuesday - System Details for the Nibok System (Ark/0302)


System Details - Nibok (Ark/0302)

Nibok      0302 C354888-B              110 Sx
UWP:C354888-BLocation:Crucis Margin/0302System:Nibok
Starport:CRoutine Starport (Shipyard: None; Repair: Major; Fuel: Unrefined)
Planetary Size:3Small (e.g. Mercury) (4,000-5,599km)
Atmosphere:5Thin
Hydrosphere:4Wet World (35 - 44% water)
Population:8100,000,000
Government:8Civil Service Bureaucracy. (Government by agencies employing individuals selected for their expertise)
Law Level:8High Law (Blade Weapons Controlled)
Tech Level:BAverage Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:1# of Gas Giants:0
Choden City, on the low gravity world of Nibok

So the Nibok system is somewhat interesting, from a astrographical perspective, in that it has no gas giants, and only one asteroid belt.  Relying on the details from Mongoose, as well as the article posted here at Gaming with Chuck on detailing system contents, here are the results for the Nibok System.

Graphical presentation of Nibok System
 Following the method there were 8 planetary orbits generated, including the one for Nibok itself.  Detailing those, we get the following:
  1. Moray Belt - Asteroid field (inside the Inner Zone) (inside the Jump Shadow)
  2. Gunnel I - Planetoid (size 0) (inside the Inner Zone) (inside the Jump Shadow)
  3. Nibok - Main World (size 3) (inside the Habitable Zone)
  4. Turbot - Ice World (size 5)  (inside the Outer Zone) One moon, Kelpie
  5. Fringehead - Ice World (size 7) (inside the Outer Zone)
  6. Little Sole - Rock World (size 2) (inside the Outer Zone) One moon, Flounder
  7. Gunnel II - Planetoid (size 0) (inside the Outer Zone)
  8. Halfmoon - Ice World (size 6) (inside the Outer Zone) One moon, Gemstone
There are a number of very interesting facilities to be found in this system.  Here they are, working out from the Moray Belt.

Moray Belt has some experimental mining operations going on, but the heavy radiation and heat from the system's primary mean that it is largely robotic.

Gunnel I has an orbiting facility operated by a science team from Etzina, operating a nature preserve for various species of Luminovores.

Nibok, other than being home to 100 million people (extremely crowded for a size three planet), also has two very large orbital science facilities, and an orbital recreation facility.
  • The first science facility is operated by the Sphere Fenix government, and is a secret biology lab.  
  • The second science facility is operated by Larson Metals - a subsector sized corporation, researching microgravity materials construction. 
  • The recreation facility is a large, dispersed, Skiff racing course.  Skiffs are very high performance spaceships (no jump drive), sort of like a Yacht in the 50-100 ton range.  The wealthy will own or sponsor one, and they participate in races - the facilities are observation platforms, casinos, and Skiff maintenance facilities.
Turbot has a very large (7,000 persons) manufacturing facility in orbit.  Heavy industrial power generators and ship reactors are made there, by a workforce heavily augmented by robotics.

Fringehead is off limits, under interdiction by the Nibok Planetary Government.  It is suspected that some very interesting find has been located on the surface.

The moon Flounder, of Little Sole, has a monastic retreat on it, dedicated to Ren Toptio, a mystic tradition that involves body control and martial arts.  There are perhaps 50 monks, and as many as 100-200 students there at any time.

Halfmoon has been determined to be a captive planet, not originally formed form the primary that gave birth to the other bodies in the system.  The surface is incredibly rich in minerals, and was once home to a very diverse biosphere.  It is too far out, too cold, and too airless to be habitable now, however there is a huge industry of orbital food production facilities, housing 400,000 workers and support staff and family members, in a dispersed platform structure orbiting the planet.  The moon, Gemstone, has the headquarters located on the surface, of the "Halfmoon Resource Company" that runs the operation.

Nibok itself is a small world, the surface is reasonably divers, with spread out mountains following the edges of the planet plates.  There are three major seas, and the population (100 million) is located mostly in the cities surrounding the seas.  The three seas are the Calmly Sea, the Serene Sea, and finally the Placid Sea.  The various cities are all controlled by a centrally controlled bureaucracy.  Appointments are by technical examination, and the senior organizing council are chosen by retired workers by bi-annual lot.  The main city, Choden (population 30 million), is home to the organizing council.  The main starport is an island in the middle of the Serene Sea, and is connected to a number of the surrounding population centers by a network of public high-speed tube trains.  The various cities are all also so connected.

Tuesday, June 18, 2013

Traveller Tuesdays - Planets of the Etzina Passage


Following after the writeup on Etzina (Ark/0401), the next few planets to be written up in Sphere Fenix, include Nibok (Ark/0302), the frontier world (with its scout base and Marlan Primate embassy) at Baiti (Ark/0202), the farming world of Uaboe (Ark/0601), and airless mining moon of Ewa (Ark/0701).

Here is a map of the space within 6 parsecs of Etzina.  This map has been generated by the Traveller Map website located here.



If just a few other worlds are added - the rich world of Anetan (Ark/0204); the mystic ruins of Nauru (Ark/0206), the famous gardens of Gali (Ark/0306), the naval base at Buada (Ark/0505), and the waterworld of Abricot (Ark/0704) - then the whole Etzina Passage (the nickname for the highly travelled circular shipping round that passes through all of the above listed worlds) would be included.

Nibok      0302 C354888-B              110 Sx
UWP:C354888-BLocation:Crucis Margin/0302System:Nibok
Starport:CRoutine Starport (Shipyard: None; Repair: Major; Fuel: Unrefined)
Planetary Size:3Small (e.g. Mercury) (4,000-5,599km)
Atmosphere:5Thin
Hydrosphere:4Wet World (35 - 44% water)
Population:8100,000,000
Government:8Civil Service Bureaucracy. (Government by agencies employing individuals selected for their expertise)
Law Level:8High Law (Blade Weapons Controlled)
Tech Level:BAverage Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:1# of Gas Giants:0
Choden City, on the low gravity world of Nibok

Baiti      0202 B475436-C  S Ni        620 Sx
UWP:B475436-CLocation:Crucis Margin/0202System:Baiti
Starport:BGood Starport (Shipyard: Spacecraft; Repair: Overhaul; Fuel: Refined)
Planetary Size:4Small (e.g. Mars) (5,600-7,199km)
Atmosphere:7Standard (tainted)
Hydrosphere:5Wet World (45 - 54% water)
Population:460,000
Government:3Self-Perpetuatlng Oligarchy. (Government by a restricted minority, with little or no input from the masses)
Law Level:6Moderate Law (All firearms except Shotguns)
Tech Level:CAverage Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:2# of Gas Giants:0
Marlan Primate Embassy, Kreft Outpost in the distance, on planet Baiti

Uaboe      0601 C965669-A    Ag        110 Sx
UWP:A965669-ALocation:Crucis Margin/0601System:Uaboe
Starport:AExcellent Starport (Shipyard: Starships; Repair: Overhaul; Fuel: Refined)
Planetary Size:9Large (13,600-15,199km)
Atmosphere:6Standard
Hydrosphere:5Wet World (45 - 54% water)
Population:61,000,000
Government:6Captive Government/Colony. (Government by a leadership answerable to an outside group, a colony or conquered area.)
Law Level:9High Law (No weapons outside home)
Tech Level:AEarly Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:1# of Gas Giants:0

Troga City - Home of the Ewa Administrators who run Uaboe as a productive agricultural colony

Ewa        0702 A200789-D    Va                 103 Sx
UWP:A200689-DLocation:Crucis Margin/0702System:Ewa
Starport:AExcellent Starport (Shipyard: Starships; Repair: Overhaul; Fuel: Refined)
Planetary Size:2Small (e.g. Luna) (2,400-3,999km)
Atmosphere:0Vacuum
Hydrosphere:0Desert World (0 - 4% water)
Population:68,000,000
Government:8Civil Service Bureaucracy. (Government by agencies employing individuals selected for their expertise)
Law Level:9High Law (No weapons outside home)
Tech Level:DAbove Average Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:0# of Gas Giants:3
Korium Mines on the airless desert world of Ewa

Anetan     0204 C663759-B    Ri        603 Sx
UWP:C663759-9Location:Crucis Margin/0204System:Anetan
Starport:CRoutine Starport (Shipyard: None; Repair: Major; Fuel: Unrefined)
Planetary Size:6Medium (8,800-10,399km)
Atmosphere:6Standard
Hydrosphere:3Wet World (25 - 34% water)
Population:790,000,000
Government:5Feudal Technocracy. (Government by specific individuals for those who agree to be ruled Relationships are based on the performance of technical activities which are mutually beneficial)
Law Level:9High Law (No weapons outside home)
Tech Level:BAverage Interstellar
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:0# of Gas Giants:3
Harbor of Light, on the rich moon of Anetan

Nauru      0206 C499454-A    Ni        200 Sx
UWP:C499454-ALocation:Crucis Margin/0206System:Nauru
Starport:CRoutine Starport (Shipyard: None; Repair: Major; Fuel: Unrefined)
Planetary Size:4Small (e.g. Mars) (5,600-7,199km)
Atmosphere:9Dense (tainted)
Hydrosphere:9Wet World (85 - 94% water)
Population:450,000
Government:5Feudal Technocracy. (Government by specific individuals for those who agree to be ruled Relationships are based on the performance of technical activities which are mutually beneficial)
Law Level:4Moderate Law (Light Assault Weapons)
Tech Level:AEarly Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:0# of Gas Giants:0
Alien ruins of Vosht - in the Folder Jungle on Nauru

Gali       0306 D797543-9    Ag        703 Sx
UWP:D797587-9Location:Crucis Margin/0306System:Gali
Starport:DPoor Starport (Shipyard: None; Repair: Minor; Fuel: Unrefined)
Planetary Size:7Medium (10,400-11,999km)
Atmosphere:9Dense (tainted)
Hydrosphere:7Wet World (65 - 74% water)
Population:5600,000
Government:8Civil Service Bureaucracy. (Government by agencies employing individuals selected for their expertise)
Law Level:7Moderate Law (Shotguns)
Tech Level:9circa 2100+ AD
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:0# of Gas Giants:3
Incredibly lush grain fields on the moon of Gali

Buada      0505 B232411-E  N Ni Po     110 Sx
UWP:B232411-BLocation:Crucis Margin/0505System:Buada
Starport:BGood Starport (Shipyard: Spacecraft; Repair: Overhaul; Fuel: Refined)
Planetary Size:2Small (e.g. Luna) (2,400-3,999km)
Atmosphere:3Vacuum (very thin)
Hydrosphere:2Dry World (15 - 24% water)
Population:410,000
Government:1Company/Corporation. (Government by a company managerial elite, citizens are company employees)
Law Level:1Low Law (Body Pistols, Explosives, poision gas)
Tech Level:BAverage Interstellar Community
Base(s):Naval Base (Sphere Fenix)
Zone:Green: Unrestricted
# of Planetoid Belts:1# of Gas Giants:0
Handai Naval Base downport, on the moon Buada, operated for the Sphere Navy by Red Flag Corporation

Abricot    0704 A97A899-E    Wa        700 Sx
UWP:A97A899-CLocation:Crucis Margin/0704System:Abricot
Starport:AExcellent Starport (Shipyard: Starships; Repair: Overhaul; Fuel: Refined)
Planetary Size:9Large (13,600-15,199km)
Atmosphere:7Standard (tainted)
Hydrosphere:AWater World (95 - 100% water)
Population:8700,000,000
Government:9Impersonal Bureaucracy. (Government by agencies which are insulated from the governed)
Law Level:9High Law (No weapons outside home)
Tech Level:CAverage Interstellar Community
Base(s):None
Zone:Green: Unrestricted
# of Planetoid Belts:0# of Gas Giants:0
Sondor City - Underwater capitol of Abricot

Special thanks to Joffre Horlor and his UWP decoder, for the tables of UWP data above. His tool is located here.

Image sources:
Choden City 
Kreft Outpost
Gali grain fields
Korium Mines
Harbor of Light
Troga City
Handai Naval Base
Sondor City