Each hex: roll 1D, a world is present on 4+. Rift DM−2, sparse DM−1, dense DM+1.
Size 2D−2. Atmosphere 2D−7 + Size (Size 0 has none). Temperature 2D plus the atmosphere DM.
Hydrographics 2D−7 + Atmosphere. DM−4 for atmosphere 0, 1, A, B or C; DM−2 if hot and DM−6 if boiling, unless the atmosphere is D. Size 0–1 worlds have no surface water.
Population 2D−2. Government 2D−7 + Population. Law Level 2D−7 + Government. Uninhabited worlds get 0 for all three, and TL 0.
Starport 2D with DM+1 for population 8+, DM+2 for 10+, DM−1 for 3–4, DM−2 for 2 or less.
Tech Level 1D plus the standard starport, size, atmosphere, hydrographics, population and government DMs. Worlds below the atmosphere's minimum survival TL are flagged.
Bases rolled by starport class: highport, naval, military, scout and corsair, with the population DM on highports and the law DM on corsairs.
Gas giant present on 2D 9 or less. Factions 1D3, +1 for government 0 or 7, −1 for government A+.
Trade routes: an In or Ht world within 2 parsecs of an As, De, Ic or Ni world; a Hi or Ri world within 2 parsecs of an Ag, Ga or Wa world.
Amber zones are suggested for atmosphere A+, government 0, 7 or A, and law 0 or 9+. The government and law tests skip uninhabited worlds, otherwise every barren rock would be amber. Red zones are the referee's call.
The link in the address bar holds the seed and density, so it reproduces the rolled subsector. Renames and edits are kept in this browser only.