For my OortWorlds project:
Well, trying to come up with a somewhat random ‘generate a territory.’
Like, tech, resources, etc.
And I keep veering into ‘OK THIS PLACE HAS ABUNDANT HELIUM AND…’
And then I slap myself a few times.
What I have now is, I think, a bit more doable:
Tech: 2-6: Low tech; 7-9: Standard tech; 10+ Advanced tech
Territorial characteristics: d6 x d6. Roll six times. You may arrange which have greater or lesser importance.
You may also decide to roll 1d6 once on each row.
(6×6 grid here)
Balkanized: There are deep rifts in this territory, and occasional outright battle between two or more groups. You must be very careful here; each side will be calculating whose side you are on.
Until you prove yourself, you will be at -1 to parley with anyone in the territory. If you are inducted into a given side, that side will treat them favorably (depending on other factors), but all other sides will be at -2 to parley.
You can often get help from your allied group when taking action against other groups, and may gain henchmen while in the territory.
Meritocracy: This territory is interested in what you can do for them, and your proven skills. Proving yourself may take different forms – higher tech regions may use standardized testing, while others believe in proof by action.
Once your skills have been recognized, the territory will treat you with according respect. You may be able to negotiate for goods and services, exchanging for service to the territory.
Tech: (rolled a 7) Standard
Territorial characteristics: Haven, Frontier, Cluster trade, Vital supply, Cut-off, Scattered.
So it’s a frontier place that’s cut-off from other local territories, with a scattered population that’s a welcoming, somewhat idealistic, haven for refugees.
It has trade with another cluster (long distance), and has an abundance of some resource (given everything above, guessing exotic minerals or possibly valuable organics).
Each of those factors has possible benefits. Haven means you can probably talk locals out of various goods and services. Cut-off and cluster trade somewhat balance one another — on the one hand, there’s a lack of regular trade from other territories. On the other hand, you have interesting goods from another cluster.
Not the most exciting location, but there’s the possibility of claim jumpers, local criminals fleeing other parts, and so on.
Tech: (6) Low tech
Territorial characteristics: Centralized, Calculating, Lawless, Vital demand, Autocracy, Depressed.
Ok, centralized population, so most of the people here are gathered in a tight grouping of habitats, possibly around one or two large bodies.
Autocratic and lawless goes nicely together, as does economically depressed.
Calculating refers to the general character of people here. And, well, given they live in a tightly grouped territory with obsolete tech and a struggling economy, that… sort of makes sense.
As for Vital demand, maybe they really want pop music… but given everything, I’m going to say the government is really interested in weapons and small ships.