Mneme World Generator 260222: Difference between revisions
Justinaquino (talk | contribs) Created page with " = Mneme Logic Specification (260202) = <blockquote>'''Document Date''': 2026-02-02 (YYMMDD: 260202) '''Version''': Draft 2.1 (Added Mutual Hill Radius Logic) '''Philosophy''': Simulationist, Recursive, Modular</blockquote> ---- == 1. Core Design Philosophy == The core of the new design is a strictly defined hierarchy of physical and political objects. This structure allows for '''recursive code logic'''.<blockquote>'''Example''': A moon orbiting a planet uses the same..." |
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== 1. Introduction == | |||
* Credits & Acknowledgements | |||
* Key Definitions and Concepts | |||
* Core Philosophy (Simulationist & Recursive Logic) | |||
* Required Tools & Accompanying Software (Spreadsheet & Blender Files) | |||
== 2. Level 1: Stellar Generation == | |||
* The System Budget & Mass | |||
* Primary Star Generation (Class & Grade) | |||
* Multiple Star Systems & Companion Stars | |||
* Barycenters & The Rule of Five | |||
== 3. Level 2: Inras (IntraStellar) Systems == | |||
* Generation Pool (Gas Giants, Ice Giants, Terrestrials, Dwarves) | |||
* The Gravitational Waterfall (Placement Logic) | |||
* Mutual Hill Radius & Orbital Zones (Snow Line, Habitable Zone) | |||
== 4. The Prime Inras (Main World) == | |||
* Determining Main World Type (Terrestrial, Dwarf, Habitat) | |||
* The Habitability Waterfall Algorithm | |||
** Mass & Gravity | |||
** Orbital Position | |||
** Biochemical Composition | |||
** Hazards & Atmosphere | |||
** Final Temperature & Habitability Rating | |||
== 5. Civilization & World Development == | |||
* Human Development Index (HDI) | |||
* Inequality & The Gini Coefficient | |||
* Social Standing (SOC) & The Logarithmic Power Scale | |||
* Effective Standard of Living | |||
== 6. Technology & Hard Sci-Fi Mechanics == | |||
* The Mneme Tech Level System | |||
* Technological Distribution (Elites vs. Subsistence) | |||
* The Solar System Delta-V Map | |||
== 7. Economics & Infrastructure == | |||
* Recalibration of the Credit System (MC) | |||
* Starport Generation & Port Value Score (PVS) | |||
* Value of Ships, Equipment, and Developed Societies | |||
== 8. Environments & Equipment == | |||
* Expanded Environmental Systems | |||
* Artificial Habitats (O'Neill Cylinders & Terrestrial Spin Habitats) | |||
* Procedural Vacc Suits & Hazard Gear | |||
== 9. Appendices == | |||
* Fitting it in your Traveller or Cepheus Engine Game | |||
* Mneme World Generator PWA (GitHub Repository) | |||
** Goals: | |||
*** Develop an offline-capable PWA for multiple platforms | |||
*** Create a visual, sustainable interface for nested, sortable stellar data | |||
*** Implement Procedural Generation algorithms for star systems | |||
*** Enable Data Export/Import via CSV/JSON | |||
*** Utilize Local Storage (IndexedDB) for persistent, backend-free sessions | |||
* D66 x D6 Tables | |||
* Glossary of Terms | |||
* Open Game License (OGL) | |||
= Mneme Logic Specification (260202) = | = Mneme Logic Specification (260202) = | ||
Revision as of 10:09, 22 February 2026
1. Introduction
- Credits & Acknowledgements
- Key Definitions and Concepts
- Core Philosophy (Simulationist & Recursive Logic)
- Required Tools & Accompanying Software (Spreadsheet & Blender Files)
2. Level 1: Stellar Generation
- The System Budget & Mass
- Primary Star Generation (Class & Grade)
- Multiple Star Systems & Companion Stars
- Barycenters & The Rule of Five
3. Level 2: Inras (IntraStellar) Systems
- Generation Pool (Gas Giants, Ice Giants, Terrestrials, Dwarves)
- The Gravitational Waterfall (Placement Logic)
- Mutual Hill Radius & Orbital Zones (Snow Line, Habitable Zone)
4. The Prime Inras (Main World)
- Determining Main World Type (Terrestrial, Dwarf, Habitat)
- The Habitability Waterfall Algorithm
- Mass & Gravity
- Orbital Position
- Biochemical Composition
- Hazards & Atmosphere
- Final Temperature & Habitability Rating
5. Civilization & World Development
- Human Development Index (HDI)
- Inequality & The Gini Coefficient
- Social Standing (SOC) & The Logarithmic Power Scale
- Effective Standard of Living
6. Technology & Hard Sci-Fi Mechanics
- The Mneme Tech Level System
- Technological Distribution (Elites vs. Subsistence)
- The Solar System Delta-V Map
7. Economics & Infrastructure
- Recalibration of the Credit System (MC)
- Starport Generation & Port Value Score (PVS)
- Value of Ships, Equipment, and Developed Societies
8. Environments & Equipment
- Expanded Environmental Systems
- Artificial Habitats (O'Neill Cylinders & Terrestrial Spin Habitats)
- Procedural Vacc Suits & Hazard Gear
9. Appendices
- Fitting it in your Traveller or Cepheus Engine Game
- Mneme World Generator PWA (GitHub Repository)
- Goals:
- Develop an offline-capable PWA for multiple platforms
- Create a visual, sustainable interface for nested, sortable stellar data
- Implement Procedural Generation algorithms for star systems
- Enable Data Export/Import via CSV/JSON
- Utilize Local Storage (IndexedDB) for persistent, backend-free sessions
- Goals:
- D66 x D6 Tables
- Glossary of Terms
- Open Game License (OGL)
Mneme Logic Specification (260202)
Document Date: 2026-02-02 (YYMMDD: 260202) Version: Draft 2.1 (Added Mutual Hill Radius Logic) Philosophy: Simulationist, Recursive, Modular
1. Core Design Philosophy
The core of the new design is a strictly defined hierarchy of physical and political objects. This structure allows for recursive code logic.
Example: A moon orbiting a planet uses the same physics engine class as a planet orbiting a star.
Goal: To model reality by breaking down stellar and civilization formation into procedural systems using RNGs to generate variety within scientific bounds.
2. The Hierarchy (Core Concepts)
The system is divided into four distinct levels of orbital magnitude and detail.
Level 1: Stellar & Barycenters (The Anchor)
Definition: The primary gravity well of the system.
Components: Stars, Companion Stars, and Barycenters (Centers of Mass).
Key Mechanics:
- The "Rule of Five": Companion stars must be distant enough (typically >10 AU or very close <0.5 AU) to allow stable planetary orbits (billion-year stability criteria).
Level 2: Inras (IntraStellar) Systems
Definition: The Major Orbitals orbiting the Level 1 Anchor.
Components: Gas Giants, Terrestrial Worlds, Dwarf Planets, Asteroid Belts, and Circumstellar Disks.
Key Mechanics:
- Main World Habitability: Determining suitability for life based on Orbital Zone + Atmospheric Conditions.
- Stellar Stability Equation: Used to calculate valid orbital slots.
Stable Orbit = Gravity_Pull ⇌ (Luminosity_Push + Velocity_Push)
Level 3: Sub-Systems
Definition: The Dependent Orbitals orbiting a Level 2 Body.
Components: Moons, Ring Systems, Co-orbitals (Trojans/Greeks), and Lagrange Point Clusters.
Key Mechanics:
- Roche Limits: Determines if mass becomes a Ring System or consolidates into a Moon.
- Tidal Locking: Effects of close proximity to the parent body (Rotation = Revolution).
Level 4: Details & Surface
Definition: Specific localities on or within a Level 3 or Level 2 Body.
Components:
- Natural: Continents, Tectonic Regions, Craters, Biomes.
- Artificial: Specific Habitats (O'Neill Cylinders), Surface-Based Centrifuges (called "Magicians") for low-G world adaptation.
3. Procedural Logic: The Star (Level 1)
The generation process begins at the top of the hierarchy. The characteristics of the Star define the "Budget" for the rest of the system.
A. Stellar Classification Generation (Primary)
| Roll | Purpose | Reference |
|---|---|---|
| Class Roll: 5D6 | Determines Spectral Type (O, B, A, F, G, K, M) | Mneme PDF p.13 |
| Grade Roll: 5D6 | Determines Size/Luminosity (Supergiant, Giant, Main Sequence, Dwarf) | Mneme PDF p.13 |
Note: Higher Grade number (e.g., 9) = Lower Luminosity. Lower Grade number (e.g., 0) = Higher Luminosity.
B. Mass Determination & System Budget
The Star's mass acts as the seed for the complexity of the system.
- System Mass Budget: The star's mass determines the available mass for the INRASS (Intrastellar Systems).
- Advantage/Disadvantage Mechanic: Massier stars may roll Advantage on the number of orbits but Disadvantage on stability.
C. The Stability Cut-Off
The Filter: There is a hard logic cut-off for high-mass/high-luminosity stars.
Constraint: If a star has too much Gravity and Stellar Radiance (e.g., O or B Class types), it prevents the formation of stable terrestrial worlds.
D. Companion Stars (Level 1 Sub-Systems)
Companion stars are generated recursively but are constrained by the Primary's gravity.
1. Existence Roll (The Companion Star Table)
| Mechanic | Description |
|---|---|
| Roll | 2D6 |
| Target Number | Depends on Primary Star's Class and Grade (See PDF p.14) |
| Multiple Star Rule | If result is natural 12, a companion exists AND roll again for second companion (Trinary). Repeats on subsequent 12s. |
2. Companion Characteristics (The Multiplier Cap)
To ensure the Companion is never more massive or luminous than the Primary, the generation roll is capped using a multiplier derived from the Primary's stats.
The Logic:
- Convert Primary's Class/Grade to a linear value (e.g., 0-100 scale).
- Calculate
Cap Multiplier = Primary Value / Max Possible Value. - Roll for Companion normally.
- Multiply the result by the Cap Multiplier.
Outcome: This mathematically guarantees the Companion is always ≤ Primary without needing complex "If/Then" lookup tables.
3. Orbital Placement (The 3D6 Orbit Table)
| Mechanic | Description |
|---|---|
| Roll | 3D6 to determine distance in AU |
| Variable Distance | Result gives a range; exact distance randomized within range |
| Contact Binaries | If distance < star's physical radius, treated as Contact Stars |
4. Hierarchy of Orbits (Multi-Star Systems)
For systems with 3+ stars, determine the hierarchy:
| D6 Roll | Result |
|---|---|
| 1-3 | New star orbits the Primary (P-Type / Circumbinary potential) |
| 4-6 | New star orbits the Previous Companion (S-Type / Hierarchical) |
5. The "Rule of Five" (Orbital Stability)
This rule defines the "Forbidden Zones" where planets cannot exist due to gravitational interference.
| Limit | Formula |
|---|---|
| Inner Limit | Distance / 5
|
| Outer Limit | Distance × 5
|
Constraint: No stable planetary orbits can be generated between these two values.
4. Determine Main World (Prime Inras)
Before the full system is populated, the Main World (Prime Inras)—the primary point of interest—is generated. This ensures every system has a focal point for gameplay.
A. Determine Main World Type
Mechanic: Roll 2D6 on World Type Table A (PDF p.19).
| Outcome | Description |
|---|---|
| Habitat (Artificial) | System has no habitable planet. Population lives in space habitats (measured in Mega/Giga Volume Tons). |
| Dwarf Planet | Main world is small (measured in Lunar Masses). Type determined by 2D6 roll (Carbonaceous, Silicaceous, Metallic). |
| Terrestrial World | Standard rocky planet (measured in Earth Masses). |
Modifiers:
- F-Class Stars: Adv+2 to Size roll
- G-Class Stars: Adv+1 to Size roll
B. Determine Habitability (Waterfall Algorithm)
Instead of a complex lookup table, Habitability is determined by a Waterfall Algorithm where each step modifies the probabilities of the next.
Step 1: Mass & Gravity
- Roll: Determines the world's ability to retain an atmosphere.
- Logic: Low mass worlds apply Disadvantage to Step 5 (Atmosphere). High mass worlds apply Advantage.
Step 2: Orbital Position (Zone)
- Roll: Determines the raw solar flux (energy received).
- Logic:
- Inner Zone: Applies Advantage to Step 6 (Temperature) but Disadvantage to Step 3 (Biochem/Water) due to evaporation.
- Outer Zone: Applies Disadvantage to Step 6 (Temperature) but Advantage to Step 3 (Biochem/Volatiles) due to ice retention.
Step 3: Composition (Biochem/Resources)
- Roll: Determines the presence of volatiles (Water, Ammonia, Methane) and minerals.
- Logic: If Volatiles are absent (Desert World), Step 5 (Atmosphere) is capped. If abundant, Step 5 gains modifiers toward "Dense".
Step 4: Hazards (The Filter)
- Roll: Checks for system-specific threats (Flare Star, Radiation Belt, Toxic Primordial Soup).
- Logic: High hazards can immediately disqualify the world from being "Garden" class.
Step 5: Atmosphere
- Roll: Determined by Mass (Step 1) + Volatiles (Step 3).
- Logic: Generates pressure (Vacuum to Crushing). Acts as a Multiplier for Temperature (Greenhouse Effect).
Step 6: Temperature (Final State)
- Roll: Calculated from Position (Step 2) modified by Atmosphere (Step 5).
- Result: This final state determines the Habitability Rating.
C. Determine Inhabitants
World Development (HDI Roll)
- Mechanic: Roll 2D6 (Mneme PDF p.27).
- Result: Determines HDI (Underdeveloped to Very Developed) and World Average SOC.
Inequality Roll (Gini Coefficient)
- Roll: Determines Inequality Rating (Low to Extreme).
The Elite Ratio (Formula)
Elite Ratio = (1 / (Gini Score + 1)) × 10%
Effective Standard of Living
Effective SOC = Individual SOC + (World Average SOC - 7)
Access Logic (The Tech Divide)
| SOC Level | Access |
|---|---|
| High SOC (Elites) | Full access to Setting TL |
| Mid SOC (Citizens) | Access to Standard TL |
| Low SOC (Subsistence) | Restricted to Scavenged/Archaic Tech |
D. Determine Starport
Mechanic: Starport quality is derived from the World's Population, Tech Level, and Wealth.
PVS (Port Value Score): A calculated metric determining the port's capabilities (A, B, C, D, E, X).
PVS = (Habitability / 4) + (TL - 7) + Wealth Modifiers
5. Determine Planetary Systems (Inras Roll)
Once the Level 1 Anchor and Prime Inras are defined, the rest of the system is populated.
A. The Inras Roll (Quantity & Type)
Mechanic: A roll is made for each category of celestial object to determine how many exist in the system. The result can be zero.
| Category | Description |
|---|---|
| Disks | Circumstellar/Proto-planetary disks |
| Dwarves | Dwarf Planets (Ceres-like) |
| Terrestrials | Rocky worlds (Mars/Earth/Venus-like) |
| Ice | Ice Giants (Neptune/Uranus-like) |
| Gas | Gas Giants (Jupiter/Saturn-like) |
B. Mass Determination
| Roll | Purpose |
|---|---|
| Base Roll: 2D6 | Determine base mass category |
| Precise Mass (Optional): D66 | Base Mass × (D66 Multiplier) for varied mass (e.g., 1.4 Earth Masses vs. just "1 Earth Mass")
|
6. Determine Planetary Positions (Waterfall Placement)
Planetary positions are determined by Gravitational Dominance and Hill Stability.
A. The Waterfall Technique
Principle: Massive objects settle into stable orbits first. Smaller objects are forced into remaining slots or captured.
Process:
- Sort all generated objects by Mass (Highest to Lowest).
- Place Object 1 (Highest Mass): Determine ideal position (e.g., Gas Giant at Snow Line).
- Calculate Forbidden Zone: Using the Mutual Hill Radius (R_H) formula.
- Place Object 2: Must be at distance
Δa > K × R_Hwhere K=5 (Mneme Stability Standard). - Repeat: Until all objects are placed. Objects that cannot fit are ejected or captured as moons.
B. The Core Variable: Mutual Hill Radius (R_H)
To determine if two planets can exist near each other without colliding or ejecting one another, we use the Mutual Hill Radius. This defines the "gravitational reach" of two planets relative to the star they orbit.
The Formula
R_H = ((a₁ + a₂) / 2) × ∛((m₁ + m₂) / (3 × M_Star))
Variable Definitions
| Variable | Definition | Details |
|---|---|---|
| a | Semi-Major Axis (Orbital Distance) | The "average" distance of a planet from its star. Measured in AU (1 AU = Earth-Sun distance). |
| m | Planet Mass | Must be consistent units (Earth Masses or kg). Heavier planets have larger Hill Radii. |
| M_Star | Star Mass | The star acts as the "dominator." Massive stars compress Hill Radii; weak stars expand them. |
C. The Jupiter-Saturn Baseline (The Proof)
This baseline establishes why we use K=5 as our safety multiplier.
| Comparison | Value |
|---|---|
| Jupiter distance | 5.2 AU |
| Saturn distance | 9.5 AU |
| Separation | ~4.3 AU |
| Actual stability | ~8 Mutual Hill Radii |
The Mneme Standard:
| K Value | Meaning |
|---|---|
| K < 3.5 | Chaos Limit (Unstable) |
| K < 5 | Mneme "Forbidden Zone" (The "Rule of Five") |
| K ≈ 8 | Relaxed System (Sol-like) |
D. Calculating the Orbital Zones
Before planets are placed, the "Map" of the system is drawn based on the Star's Luminosity (L_Star).
The Snow Line (D_snow)
The critical boundary where volatiles (water, ammonia) freeze. This is the seed point for Gas Giant formation.
D_snow = 2.7 × √L_Star
The Habitable Zone (HZ)
The Goldilocks zone where liquid water can exist.
HZ_center = √L_Star
HZ_inner = 0.95 × HZ_center
HZ_outer = 1.37 × HZ_center
The Zone Map
| Zone | Range | Description |
|---|---|---|
| Infernal Zone | 0.0 to 0.1 AU | Hot Jupiters |
| Inner Zone | 0.1 AU to HZ_inner | Too hot for liquid water |
| Habitable Zone | HZ_inner to HZ_outer | Goldilocks zone |
| Outer Zone | HZ_outer to D_snow | Asteroid Belt usually forms here |
| Frozen Zone (Giants) | D_snow to 100 AU | Gas/Ice Giant territory |
| Scatter Disk (Far Outer) | > 100 AU | Kuiper Belt, Oort Cloud |
7. The Gravitational Queue Process
Think of the orbital lines as a queue. When a new, heavy person (Planet) arrives, they decide where they want to stand. If they force themselves into the front or middle of the line, everyone behind them must take a step back.
Pre-Requisite: Sort the Object Pool by Mass (Descending). Place the heaviest objects first.
Step 1: The Placement Roll (The Intent)
This step determines where the planet wants to go.
A. Gas & Ice Giants (Migration Logic)
Giants form beyond the Snow Line but can migrate.
Placement Roll: Roll 2D6.
Standard Placement (Type I-III):
a_target = D_snow + (D_snow × (Roll / 6))
Result: Giants naturally form at 1.3× to 3.0× the Snow Line distance.
Exploding Dice (Outer Migration):
- Trigger: If Roll = 12
- Effect: Roll 2D6 again. Multiply the final distance. Repeat if 12 is rolled again.
Inner Migration (The 1% Chance):
- Trigger: If Roll = 2
- Check: Roll 2D6. If < 8, become Hot Jupiter (0.05 - 0.1 AU).
B. Terrestrial & Dwarf Worlds (The Overflow Rule)
Terrestrial placement depends on how crowded the inner system is.
Check Crowd Status (The Gap Analysis):
- Identify Gaps: Sort all current planets in the Inner/Habitable range.
- Calculate Required Space (W_req):
W_req ≈ 10 × R_H(P_new, P_average) - Check Gaps: Scan every gap between existing planets (and the star/zone edges).
- If Gap Width > W_req: System is OPEN (new planet can squeeze in).
- If Gap Width < W_req for ALL gaps: System is FULL.
State A: Open System (Not Full)
| Roll (2D6) | Target Zone |
|---|---|
| 2-4 | Inner Zone (Hot/Infernal) |
| 5-9 | Habitable Zone (Goldilocks) |
| 10-12 | Outer Zone (Cold) |
State B: Crowded System (Full)
If Inner System is full, planet is forced outward.
| Roll (2D6) | Result |
|---|---|
| 2-6 | Just beyond the last Inner Planet (Outer Zone) |
| 7-10 | Frozen Zone (near Snow Line) |
| 11-12 | Scatter Disk (Far Outer) |
Step 2: The Insertion Check (The Scan)
Look at planets already placed. Find where a_target sits relative to them.
| Scenario | Action |
|---|---|
| Scenario A (Empty Slot) | Target spot is far from everyone. Place immediately. |
| Scenario B (Conflict) | Target spot is inside Forbidden Zone (K < 5) of existing planet. Trigger The Shove. |
Step 3: The Shove (Hill Radius Modification)
The Shove Logic:
- If P_new forces itself into a_new, check the next planet out (P_outer).
- Calculate: Mutual Hill Radius (R_H) between P_new and P_outer.
- Calculate: Minimum Safe Distance
D_safe = 5 × R_H. - The Test: Is
(a_outer - a_new) < D_safe?
The Adjustment:
a_outer_new = a_new + (5 × R_H) + Variance
Translation: Pick up the outer planet and move it to exactly the edge of the safety zone.
The "Far Outer" Exception:
- If P_outer is already in the Scatter Disk (>100 AU), it is NOT moved.
- Instead, P_new (the intruder) is forced to find a different slot or is ejected.
- This protects distant Oort Cloud/Scatter objects from inner system dynamics.
Step 4: The Ripple Effect (The Chain Reaction)
If you moved P_outer in Step 3, that planet might now be too close to its outer neighbor. Repeat the check down the line.
Did moving Planet 2 bump into Planet 3?
→ Yes: Move Planet 3 outward using same Shove formula relative to Planet 2's new position.
→ No: Stop. The ripple has faded.
Procedural Example: "The Overflow"
Current System State:
- Planet 1: Gas Giant at 3.0 AU (Snow Line)
- Planet 2: Terrestrial at 1.0 AU (Habitable)
- Planet 3: Terrestrial at 0.7 AU (Inner)
New Arrival: Planet 4 (Terrestrial)
Logic:
- Crowd Check: Inner system has 2 planets. Is it full? YES, FULL.
- The Overflow Rule: Planet 4 cannot roll for Inner/Habitable. It MUST roll on the Crowded Table.
- The Roll: Rolls an 8 (Frozen Zone).
- Placement: Target becomes ~3.5 AU (just outside the Gas Giant).
- Shove Check: It conflicts with the Gas Giant (3.0 AU).
- Resolution: Planet 4 is "light", Gas Giant is "heavy". The Gas Giant stays. Planet 4 is pushed further out to 3.8 AU.
Appendix A: New Concepts
The Doubling Power Scale (Base-2)
Mneme retools the traditional Cepheus Engine SOC (Social Standing) statistic to reflect Power-Law Distributions.
| Aspect | Description |
|---|---|
| The Scale | Social Standing operates on a Base-2 Logarithmic Scale (Doubling) |
| The Mechanic | Every +1 SOC represents a 2× increase in Income (MC - Mneme Credits), Wealth, and Resource Access |
| Rounding | For calculation ease, doubling 4 results in 5 (adjustment to keep numbers clean) |
Perspective:
| SOC | Meaning |
|---|---|
| 10-11 | "Billionaire" / Head of State (High SOC, but common in an 80B population) |
| 14+ | Stellar Elite (Owns Habitats/Megacorps) |
Technology as GDP Multiplier
Concept: Higher Tech = Higher Productivity.
Outcome: A SOC 3 person on a TL 15 world may have a higher material standard of living than a SOC 12 person on a TL 3 world.
Appendix B: Equipment & Assets
Vacc Suits & Environmental Gear
- Visuals: The Vacc Suit Table will be updated with detailed art and examples.
- Procedural Generation: Justin and Nicco will create a Blender File using Procedural Geometry Nodes.
- Function: Allows for random, procedurally generated Vacc Suit designs (visuals) based on Tech Level and Type.
Modifiers:
| Suit Type | Modifier |
|---|---|
| Hazmat Suits | Small negative modifiers to DEX/Mobility |
| HE (Hostile Environment) Suits | Higher negative modifiers due to bulk/armor |