Welcome to Sector 256

It’s been a while since I worked on world generation. Needless to say, the layout of composition of “Imperial Space” is one of the big fundamentals that needs to be settled before I can work on the details of the setting.

I did consider reworking the random generator into generating entire solar systems (Evil Dr Ganymede has posted a great revision of the 2300AD system generation rules that seems about perfect for the purpose) and perhaps into a less grid-based 2D map, or even a pseudo-3D map.

In the end, I think I should not do either of these. For a space opera setting, a realistic map isn’t necessary – in fact, it’s probably a distraction. Most people can’t visualize 3D space very well.

As for Dr Ganymede’s system – it would create a lot of nice detail but in the end I also want to make some progress. If whatever audience this thing gets prefers, I can always retcon. 🙂

To cut to the chase, I played around with a few random seeds, and 256 looks great. Here is the map:


The green circles indicate “habitability”, the darker the better. The lines are “travel routes”, basically they connect all A/B class starports that lie within a certain distance of each other.

What I like about this sector is its structure. Subsectors F, G and H are probably the “core” of the (former) Empire. I think that J might make a good place for either the Imperial capital – adding physical distance to the social detachment that led to the civil war – or the rebel capital – explaining why the Empire didn’t see it as a bigger threat.

Subsectors M and N, as well as subsectors O and P make for one nice “fringe cluster” each. There’s a small group with two very habitable worlds in subsector A – a nice “outpost” area – and a number of colonized worlds in subsector B, which might prove interesting – since none of them is a nice place to live there must be something fairly important there to warrant settlement.


The sector contains 262 worlds with a total population of 2,663,284,385,714. That’s a lot of people and I’ll definitely have to reduce it – there are a number of population B systems.

Tech level distrubtion:


World classes:


Starport classes:


I think this is going to be a very nice sector. Do let me know what you think of the layout!

Next step: Clean up the map, and turn it from a generic sector into our colonial space.

3 thoughts on “Welcome to Sector 256”

  1. Hey I dont run anything but windows 7 (I am a computer moron) but I need like 20 of these Sector 256 maps. My areas are human, heavily populated and in a dense star field. Can you shoot me like 20 of these maps? LOVE the green zones, that helps soooo much in developing the sectors. Let me know? I sure could use the help for my Traveller project, thanks, Damon

    1. Yes and no, I mean of course it is possible, but it involves quite a bit of annoying manual work. I have a script that generates the basic data; but it needs to be edited to give it a random seed for each sector, and a star probability for every subsector.

      Once the text data is generated, I need to import it into OpenCalc (or Excel) and from there, import it into the perl script that creates the maps. Export maps, convert to a bitmap format… it all adds up to a lot of tedium.

      Oh yeah, and I’d have to write up instructions on how to re-generate the maps, since you’d want to do that if you change things around.

      I might do it, but no promises.

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