Autogenerated Galaxy Guide

From Elite Wiki
Revision as of 21:35, 3 June 2010 by Uncle Reno (talk | contribs)

This is a kind of "Project Page" for the Autogenerated Galaxy Guide.

Status

I have set up a System List for Galaxy Sector One and pages for Lave, Lerelace, Oresri, and Aronar as samples.

Please don't edit these pages manually as they will propably be overwritten one day with a more current version.

I am working on "Prices and Availabilities" for the systems.

I know that "Planet Radius" is still missing. I just forgot it...

FIXED

I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the

I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included Famous Planets 2.0.OXP in my OXP Catalog. DONE

I found that there was an earlier attempt at generating such a guide, see Zaonce and Tionisla. As this was dated somewhere 2007 and 2008, I consider this abandoned.

The systems Lave, Vetitice, and Tianve in the first sector have manually written pages, which I will respect, of course. If my design is found agreeable, I will manually integrate those pages.

I (re-)found the Rough Guide and included links in the Fiction Catalog. DONE

I'm planning to integrate two more advanced features into a systems' page:

  • An overview map to locate the system in the map
    DONE
  • a local area map showing the worlds in witchspace distance.but this will definitely require an update of the EliteWiki engine (which is at Version 1.9, the current Stable Version is 1.15.1). First tests at home work nicely, but EliteWiki is missing too many functions for that.
Both can be done by abusing the "timeline" feature of the MediaWiki if I read the documentation correctly,

Nope, not needed. It's all a bit of CSS...

Updates

October 5th, 2009

I fixed the missing Planet Radius and added a small overview that shows the local system on a small sector map.

I prepared and included the data needed for a dynamically generated loacal area map, but this will have to wait.

I started a catalog on OXPs and Fiction that involve a particular system to show how I plan to integrate OXP and written fiction data. See Aronar as an example with both FP2.0 and Rough Guide entries.

October 13th, 2009

Sorry for being away for a few days. How about this:

Sector1 OverViewMap.png

If you move the mouse over the map, then the sector and name of the system gets shown as a bubble help. In reality, these are actually links, and once I Install the system entries in the "subdirectory" Sector1 (i.e. the Galaxy Guide entry for Lave will be Sector1/Lave), this will be a fully clickable map.

So, try your knowledge of the Galaxy Sector 1 and find Lave on the map ;-)

And maybe one day I can even sort out the problems with MediaWiki 1.9.3...

October 16th, 2009

Added a (IMHO) more natural description where the system is located on the sectors' map in the "System Box".

Added "Excerpts from The Traders Almanach" with a request to the public for proofreading.

October 17th, 2009

Fixed a bug in The Traders Almanach generator (shame on me!), and added price lists for the systems stating min/avg/max prices and quantities and chance of availability for that item.

October 18th, 2009

Finished the first 100 systems. And fixed typos, typos, typos...

Contact

For requests and criticism use the thread Galaxy Guideon the Oolite Bulletin Board. or send me (user treczoks) a PM there.

If you can help with knowledge of the game engines interna, please participate in the thread [1]. Pretty, pretty please with sugar on top!

Aims

I started this project because I consider it crucial that in such a multi-author environment the store background is as consistent as possible. When I asked how the various fiction and OXP writers communicate and coordinate their efforts and how they know whether a system is already part of another authors story domain, I only learned that there is no real coordination and synchronisation effort.

Another factor was to get a better overview over the worlds of the Oolite multiverse.

Sources

Information

I started off with an extract of the list in Oolite planet list/Galaxy 1, but I soon learned that this would never give me the information on prices and availabilities of items, so I analyzed the TXTELITE and Oolite sources and the spreadsheet and wrote a perl module to give me all the relevant information.

I took the information on trade routes and regions from the Downloadable Vector Map of Galaxy 1 made by ClymAngus.

Icons

I grabbed the icons for governments and economies for the project from an Oolite font png found in the sources:

Logo64 Anarchy.png Logo64 Feudal.png Logo64 MultiGovernment.png Logo64 Dictatorship.png Logo64 Communism.png Logo64 Confederacy.png Logo64 Democracy.png Logo64 CorporateState.png

Logo64 PoorAgricultural.png Logo64 AverageAgricultural.png Logo64 RichAgricultural.png Logo64 MainlyAgricultural.png Logo64 MainlyIndustrial.png Logo64 PoorIndustrial.png Logo64 AverageIndustrial.png Logo64 RichIndustrial.png

The Icons for the tech level were made by me:

Tech Level Logo for the System template Compact version for tables
1 Logo TL1.png Logo TL1s.png
2 Logo TL2.png Logo TL2s.png
3 Logo TL3.png Logo TL3s.png
4 Logo TL4.png Logo TL4s.png
5 Logo TL5.png Logo TL5s.png
6 Logo TL6.png Logo TL6s.png
7 Logo TL7.png Logo TL7s.png
8 Logo TL8.png Logo TL8s.png
9 Logo TL9.png Logo TL9s.png
10 Logo TL10.png Logo TL10s.png
11 Logo TL11.png Logo TL11s.png
12 Logo TL12.png Logo TL12s.png
13 Logo TL13.png Logo TL13s.png
14 Logo TL14.png Logo TL14s.png
15 Logo TL15.png Logo TL15s.png

Templates

To ease the programming and helping to get a more consistent look, I designed various templates:

The System Description Box on the right side Template:System
The smaller System Description Box in the text body Template:SmallSystem
The box for the original Oolite System Descriptions Template:GalacticCatalogueEntry
Header, Entry and Footer for a Witchspace List Template:WitchspaceHeader Template:WitchspaceEntry Template:WitchspaceFooter
Header, Entry and Footer for a Systems List Template:SectorTableHeader Template:SectorTableEntry Template:SectorTableFooter

Dummy templates needed to accomodate ancient MediaWiki

As the extension ParserFunctions 1.1.1 for the MediaWiki 1.9 does not support the "switch" function, I had to work around some problems by creating a bunch of dummy Templates:

Needed for Number-to-Icon conversion in the System template header
Government Icons Economy Icons
Template:SystemDummyGov0 Logo64 Anarchy.png Template:SystemDummyEco0 Logo64 RichIndustrial.png
Template:SystemDummyGov1 Logo64 Feudal.png Template:SystemDummyEco1 Logo64 AverageIndustrial.png
Template:SystemDummyGov2 Logo64 MultiGovernment.png Template:SystemDummyEco2 Logo64 PoorIndustrial.png
Template:SystemDummyGov3 Logo64 Dictatorship.png Template:SystemDummyEco3 Logo64 MainlyIndustrial.png
Template:SystemDummyGov4 Logo64 Communism.png Template:SystemDummyEco4 Logo64 MainlyAgricultural.png
Template:SystemDummyGov5 Logo64 Confederacy.png Template:SystemDummyEco5 Logo64 RichAgricultural.png
Template:SystemDummyGov6 Logo64 Democracy.png Template:SystemDummyEco6 Logo64 AverageAgricultural.png
Template:SystemDummyGov7 Logo64 CorporateState.png Template:SystemDummyEco7 Logo64 PoorAgricultural.png
Needed for Number-to-Text conversion in the System template header
Government Texts Economy Texts
Template:TextDummyGov0 Anarchy Template:TextDummyEco0 Rich Industrial
Template:TextDummyGov1 Feudal Template:TextDummyEco1 Average Industrial
Template:TextDummyGov2 Multi-Government Template:TextDummyEco2 Poor Industrial
Template:TextDummyGov3 Dictatorship Template:TextDummyEco3 Mainly Industrial
Template:TextDummyGov4 Communism Template:TextDummyEco4 Mainly Agricultural
Template:TextDummyGov5 Confederacy Template:TextDummyEco5 Rich Agricultural
Template:TextDummyGov6 Democracy Template:TextDummyEco6 Average Agricultural
Template:TextDummyGov7 Corporate State Template:TextDummyEco7 Poor Agricultural
Needed for Number-to-Icon conversion with sorting capabilities in the System amd Witchspace List Entry
Government Icons Economy Icons
Template:TableDummyGov0 0Logo64 Anarchy.png Template:TableDummyEco0 0Logo64 RichIndustrial.png
Template:TableDummyGov1 1Logo64 Feudal.png Template:TableDummyEco1 1Logo64 AverageIndustrial.png
Template:TableDummyGov2 2Logo64 MultiGovernment.png Template:TableDummyEco2 2Logo64 PoorIndustrial.png
Template:TableDummyGov3 3Logo64 Dictatorship.png Template:TableDummyEco3 3Logo64 MainlyIndustrial.png
Template:TableDummyGov4 4Logo64 Communism.png Template:TableDummyEco4 4Logo64 MainlyAgricultural.png
Template:TableDummyGov5 5Logo64 Confederacy.png Template:TableDummyEco5 5Logo64 RichAgricultural.png
Template:TableDummyGov6 6Logo64 Democracy.png Template:TableDummyEco6 6Logo64 AverageAgricultural.png
Template:TableDummyGov7 7Logo64 CorporateState.png Template:TableDummyEco7 7Logo64 PoorAgricultural.png

Something Entirely Different

Trading Goods Profit Table

Rich Industrial

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 7.6 7.7 8.0 6 6.5 7 100.0%
Textiles 8.0 8.6 9.2 10 11.5 13 100.0%
Radioactives 26.0 27.4 28.8 2 5.5 9 100.0%
Slaves 16.0 22.1 28.4 0 1.0 1 3.1%
Liquor/Wines 33.2 36.1 39.2 0 5.5 10 62.5%
Luxuries 78.4 79.0 79.6 54 55.5 57 100.0%
Narcotics 1.2 34.8 100.4 0 32.0 56 87.5%
Computers 61.6 62.1 62.8 56 57.5 59 100.0%
Machinery 46.8 48.2 49.6 40 43.5 47 100.0%
Alloys 31.2 37.4 43.6 17 32.5 48 100.0%
Firearms 49.6 51.0 52.4 29 32.5 36 100.0%
Furs 70.4 83.0 95.6 0 14.0 27 42.1%
Minerals 12.8 13.3 14.0 53 54.5 56 100.0%
Gold 38.8 40.2 41.6 2 5.5 9 100.0%
Platinum 68.4 74.5 80.8 0 25.2 63 96.8%
Gem-Stones 18.0 21.0 24.0 0 5.0 9 56.2%
Alien Items 21.2 22.5 24.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Average Industrial

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 6.8 7.0 7.2 8 8.5 9 100.0%
Textiles 7.6 8.1 8.8 11 12.5 14 100.0%
Radioactives 24.8 26.2 27.6 5 8.5 12 100.0%
Slaves 14.0 20.2 26.4 0 3.5 6 18.7%
Liquor/Wines 31.2 34.1 37.2 0 8.0 15 93.7%
Luxuries 81.6 82.1 82.8 46 47.5 49 100.0%
Narcotics 3.2 27.2 51.2 0 26.3 59 81.2%
Computers 67.2 67.8 68.4 42 43.5 45 100.0%
Machinery 49.2 50.6 52.0 34 37.5 41 100.0%
Alloys 31.6 37.8 44.0 16 31.5 47 100.0%
Firearms 54.8 56.2 57.6 16 19.5 23 100.0%
Furs 66.8 79.3 92.0 0 18.5 36 56.2%
Minerals 12.4 12.9 13.6 54 55.5 57 100.0%
Gold 38.4 39.7 41.2 3 6.5 10 100.0%
Platinum 67.6 73.8 80.0 0 23.2 63 96.8%
Gem-Stones 17.6 20.6 23.6 0 5.5 10 62.5%
Alien Items 27.2 28.6 30.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Poor Industrial

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 6.0 6.2 6.4 10 10.5 11 100.0%
Textiles 7.2 7.8 8.4 12 13.5 15 100.0%
Radioactives 23.6 25.0 26.4 8 11.5 15 100.0%
Slaves 12.0 18.2 24.4 0 6.0 11 34.3%
Liquor/Wines 29.2 32.1 35.2 5 12.5 20 100.0%
Luxuries 84.8 85.3 86.0 38 39.5 41 100.0%
Narcotics 14.8 38.8 62.8 0 30.8 62 56.2%
Computers 72.8 73.4 74.0 28 29.5 31 100.0%
Machinery 51.6 53.0 54.4 28 31.5 35 100.0%
Alloys 32.0 38.1 44.4 15 30.5 46 100.0%
Firearms 60.0 61.3 62.8 3 6.5 10 100.0%
Furs 63.2 75.8 88.4 0 23.0 45 70.3%
Minerals 12.0 12.6 13.2 55 56.5 58 100.0%
Gold 38.0 39.3 40.8 4 7.5 11 100.0%
Platinum 66.8 73.0 79.2 0 21.1 63 96.8%
Gem-Stones 17.2 20.1 23.2 0 6.0 11 68.7%
Alien Items 33.2 34.6 36.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Mainly Industrial

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 5.2 5.4 5.6 12 12.5 13 100.0%
Textiles 6.8 7.3 8.0 13 14.5 16 100.0%
Radioactives 22.4 23.7 25.2 11 14.5 18 100.0%
Slaves 10.0 16.2 22.4 0 8.5 16 50.0%
Liquor/Wines 27.2 30.1 33.2 10 17.5 25 100.0%
Luxuries 88.0 88.6 89.2 30 31.5 33 100.0%
Narcotics 26.4 50.3 74.4 0 21.0 41 37.5%
Computers 78.4 79.0 79.6 14 15.5 17 100.0%
Machinery 54.0 55.3 56.8 22 25.5 29 100.0%
Alloys 32.4 38.5 44.8 14 29.5 45 100.0%
Firearms 65.2 66.6 68.0 0 0.0 0 0.0%
Furs 59.6 72.2 84.8 0 27.5 54 84.3%
Minerals 11.6 12.2 12.8 56 57.5 59 100.0%
Gold 37.6 39.0 40.4 5 8.5 12 100.0%
Platinum 66.0 72.1 78.4 0 19.0 63 96.8%
Gem-Stones 16.8 19.8 22.8 0 6.5 12 75.0%
Alien Items 39.2 40.6 42.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Mainly Agricultural

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 4.4 4.5 4.8 14 14.5 15 100.0%
Textiles 6.4 6.9 7.6 14 15.5 17 100.0%
Radioactives 21.2 22.5 24.0 14 17.5 21 100.0%
Slaves 8.0 14.2 20.4 0 11.0 21 65.6%
Liquor/Wines 25.2 28.1 31.2 15 22.5 30 100.0%
Luxuries 91.2 91.8 92.4 22 23.5 25 100.0%
Narcotics 38.0 62.0 86.0 0 8.0 12 12.5%
Computers 84.0 84.6 85.2 0 2.0 3 75.0%
Machinery 56.4 57.7 59.2 16 19.5 23 100.0%
Alloys 32.8 39.0 45.2 13 28.5 44 100.0%
Firearms 70.4 71.8 73.2 0 0.0 0 0.0%
Furs 56.0 68.6 81.2 0 32.0 63 98.4%
Minerals 11.2 11.7 12.4 57 58.5 60 100.0%
Gold 37.2 38.6 40.0 6 9.5 13 100.0%
Platinum 65.2 71.4 77.6 0 17.0 63 96.8%
Gem-Stones 16.4 19.4 22.4 0 7.0 13 81.2%
Alien Items 45.2 46.6 48.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Rich Agricultural

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 3.6 3.8 4.0 16 16.5 17 100.0%
Textiles 6.0 6.6 7.2 15 16.5 18 100.0%
Radioactives 20.0 21.4 22.8 17 20.5 24 100.0%
Slaves 6.0 12.2 18.4 0 13.5 26 81.2%
Liquor/Wines 23.2 26.1 29.2 20 27.5 35 100.0%
Luxuries 94.4 95.0 95.6 14 15.5 17 100.0%
Narcotics 49.6 73.6 97.6 0 59.0 63 12.5%
Computers 89.6 90.1 90.8 0 0.0 0 0.0%
Machinery 58.8 60.2 61.6 10 13.5 17 100.0%
Alloys 33.2 39.4 45.6 12 27.5 43 100.0%
Firearms 75.6 77.0 78.4 0 0.0 0 0.0%
Furs 52.4 65.0 77.6 0 32.0 63 98.4%
Minerals 10.8 11.3 12.0 58 59.5 61 100.0%
Gold 36.8 38.2 39.6 7 10.5 14 100.0%
Platinum 64.4 70.5 76.8 1 16.5 32 100.0%
Gem-Stones 16.0 19.0 22.0 0 7.5 14 87.5%
Alien Items 51.2 52.6 54.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Aerage Agricultural

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 2.8 3.0 3.2 18 18.5 19 100.0%
Textiles 5.6 6.1 6.8 16 17.5 19 100.0%
Radioactives 18.8 20.2 21.6 20 23.5 27 100.0%
Slaves 4.0 10.2 16.4 0 16.0 31 96.8%
Liquor/Wines 21.2 24.1 27.2 25 32.5 40 100.0%
Luxuries 97.6 98.1 98.8 6 7.5 9 100.0%
Narcotics 0.4 65.9 99.6 0 42.0 58 31.2%
Computers 95.2 95.8 96.4 0 0.0 0 0.0%
Machinery 61.2 62.6 64.0 4 7.5 11 100.0%
Alloys 33.6 39.8 46.0 11 26.5 42 100.0%
Firearms 80.8 82.1 83.6 0 0.0 0 0.0%
Furs 48.8 61.4 74.0 0 32.0 63 98.4%
Minerals 10.4 11.0 11.6 59 60.5 62 100.0%
Gold 36.4 37.7 39.2 8 11.5 15 100.0%
Platinum 63.6 69.8 76.0 3 18.5 34 100.0%
Gem-Stones 15.6 18.6 21.6 0 8.0 15 93.7%
Alien Items 57.2 58.6 60.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.

Poor Agricultural

Item Price Quantity Avail-
ability
Annotations
Min Avg Max Min Avg Max
Food 2.0 2.1 2.4 20 20.5 21 100.0%
Textiles 5.2 5.8 6.4 17 18.5 20 100.0%
Radioactives 17.6 19.0 20.4 23 26.5 30 100.0%
Slaves 2.0 8.2 14.4 5 20.5 36 100.0%
Liquor/Wines 19.2 22.1 25.2 30 37.5 45 100.0%
Luxuries 100.8 101.3 102.0 0 1.0 1 25.0%
Narcotics 2.4 58.4 101.6 0 36.1 61 56.2%
Computers 100.8 101.3 102.0 0 0.0 0 0.0%
Machinery 63.6 65.0 66.4 0 3.0 5 62.5%
Alloys 34.0 40.1 46.4 10 25.5 41 100.0%
Firearms 86.0 87.3 88.8 0 0.0 0 0.0%
Furs 45.2 57.8 70.4 0 32.0 63 98.4%
Minerals 10.0 10.6 11.2 60 61.5 63 100.0%
Gold 36.0 37.3 38.8 9 12.5 16 100.0%
Platinum 62.8 69.0 75.2 5 20.5 36 100.0%
Gem-Stones 15.2 18.1 21.2 1 8.5 16 100.0%
Alien Items 63.2 64.6 66.0 0 0.0 0 0.0%
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system.